aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer
diff options
context:
space:
mode:
authorAlex Barney <thealexbarney@gmail.com>2019-07-01 21:39:22 -0500
committerAc_K <Acoustik666@gmail.com>2019-07-02 04:39:22 +0200
commitb2b736abc2569ab5d8199da666aef8d8394844a0 (patch)
tree88bcc2ae4fb0d4161c95df2cd7edb12388de922a /Ryujinx.HLE/HOS/Services/Aud/AudioRenderer
parent10c74182babaf8cf6bedaeffd64c3109df4ea816 (diff)
Misc cleanup (#708)
* Fix typos * Remove unneeded using statements * Enforce var style more * Remove redundant qualifiers * Fix some indentation * Disable naming warnings on files with external enum names * Fix build * Mass find & replace for comments with no spacing * Standardize todo capitalization and for/if spacing
Diffstat (limited to 'Ryujinx.HLE/HOS/Services/Aud/AudioRenderer')
-rw-r--r--Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/IAudioRenderer.cs10
-rw-r--r--Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceChannelResourceIn.cs2
-rw-r--r--Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceContext.cs14
3 files changed, 13 insertions, 13 deletions
diff --git a/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/IAudioRenderer.cs b/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/IAudioRenderer.cs
index 8c984385..2fbb041a 100644
--- a/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/IAudioRenderer.cs
+++ b/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/IAudioRenderer.cs
@@ -16,11 +16,11 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
{
class IAudioRenderer : IpcService, IDisposable
{
- //This is the amount of samples that are going to be appended
- //each time that RequestUpdateAudioRenderer is called. Ideally,
- //this value shouldn't be neither too small (to avoid the player
- //starving due to running out of samples) or too large (to avoid
- //high latency).
+ // This is the amount of samples that are going to be appended
+ // each time that RequestUpdateAudioRenderer is called. Ideally,
+ // this value shouldn't be neither too small (to avoid the player
+ // starving due to running out of samples) or too large (to avoid
+ // high latency).
private const int MixBufferSamplesCount = 960;
private Dictionary<int, ServiceProcessRequest> _commands;
diff --git a/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceChannelResourceIn.cs b/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceChannelResourceIn.cs
index 2a6f424f..4933a79b 100644
--- a/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceChannelResourceIn.cs
+++ b/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceChannelResourceIn.cs
@@ -5,6 +5,6 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
[StructLayout(LayoutKind.Sequential, Size = 0x70, Pack = 1)]
struct VoiceChannelResourceIn
{
- //???
+ // ???
}
}
diff --git a/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceContext.cs b/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceContext.cs
index 5de85612..971563dc 100644
--- a/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceContext.cs
+++ b/Ryujinx.HLE/HOS/Services/Aud/AudioRenderer/VoiceContext.cs
@@ -46,7 +46,7 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
{
if (_acquired && !newState)
{
- //Release.
+ // Release.
Reset();
}
@@ -124,9 +124,9 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
private void UpdateBuffer(MemoryManager memory)
{
- //TODO: Implement conversion for formats other
- //than interleaved stereo (2 channels).
- //As of now, it assumes that HostChannelsCount == 2.
+ // TODO: Implement conversion for formats other
+ // than interleaved stereo (2 channels).
+ // As of now, it assumes that HostChannelsCount == 2.
WaveBuffer wb = WaveBuffers[_bufferIndex];
if (wb.Position == 0)
@@ -173,9 +173,9 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
if (SampleRate != AudioConsts.HostSampleRate)
{
- //TODO: We should keep the frames being discarded (see the 4 below)
- //on a buffer and include it on the next samples buffer, to allow
- //the resampler to do seamless interpolation between wave buffers.
+ // TODO: We should keep the frames being discarded (see the 4 below)
+ // on a buffer and include it on the next samples buffer, to allow
+ // the resampler to do seamless interpolation between wave buffers.
int samplesCount = _samples.Length / AudioConsts.HostChannelsCount;
samplesCount = Math.Max(samplesCount - 4, 0);