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authorMary <me@thog.eu>2021-02-26 01:11:56 +0100
committerGitHub <noreply@github.com>2021-02-26 01:11:56 +0100
commitf556c80d0230056335632b60c71f1567e177239e (patch)
tree748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Tests/Audio/Renderer/Server
parent1c49089ff00fc87dc4872f135dc6a0d36169a970 (diff)
Haydn: Part 1 (#2007)
* Haydn: Part 1 Based on my reverse of audio 11.0.0. As always, core implementation under LGPLv3 for the same reasons as for Amadeus. This place the bases of a more flexible audio system while making audout & audin accurate. This have the following improvements: - Complete reimplementation of audout and audin. - Audin currently only have a dummy backend. - Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL). - Audio Renderer now can output to 5.1 devices when supported. - Audio Renderer init its backend on demand instead of keeping two up all the time. - All backends implementation are now in their own project. - Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this. As a note, games having issues with OpenAL haven't improved and will not because of OpenAL design (stopping when buffers finish playing causing possible audio "pops" when buffers are very small). * Update for latest hexkyz's edits on Switchbrew * audren: Rollback channel configuration changes * Address gdkchan's comments * Fix typo in OpenAL backend driver * Address last comments * Fix a nit * Address gdkchan's comments
Diffstat (limited to 'Ryujinx.Tests/Audio/Renderer/Server')
-rw-r--r--Ryujinx.Tests/Audio/Renderer/Server/PoolMapperTests.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/Ryujinx.Tests/Audio/Renderer/Server/PoolMapperTests.cs b/Ryujinx.Tests/Audio/Renderer/Server/PoolMapperTests.cs
index e743252d..d2c2e6cb 100644
--- a/Ryujinx.Tests/Audio/Renderer/Server/PoolMapperTests.cs
+++ b/Ryujinx.Tests/Audio/Renderer/Server/PoolMapperTests.cs
@@ -1,5 +1,5 @@
using NUnit.Framework;
-using Ryujinx.Audio.Renderer;
+using Ryujinx.Audio;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;