| Age | Commit message (Collapse) | Author |
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* Audren: Implement polyphase upsampler
* prefer shifting to modulo
* prefer MathF
* fix nits
* rm ResampleForUpsampler
* oop
* Array20
* nits
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* amadeus: Add missing compressor effect from REV11
This was in my reversing notes but seems I completely forgot to
implement it
Also took the opportunity to simplify the Limiter effect a bit.
* Remove some outdated comment
* Address gdkchan's comments
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* amadeus: Allow OOB read of GC-ADPCM coefficients
Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge"
* amadeus: Fix wrong variable usage in delay effect
We should transform the delay line values, not the input.
* amadeus: Update GroupedBiquadFilterCommand documentation
* amadeus: Simplify PoolMapper alignment checks
* amadeus: Update Surround delay effect matrix to REV11
* amadeus: Add drop parameter support and use 32 bits integers for estimate time
Also implement accurate ExecuteAudioRendererRendering stub.
* Address gdkchan's comments
* Address gdkchan's other comments
* Address gdkchan's comment
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* Removed unused usings.
* Added back using, now that it's used.
* Removed extra whitespace.
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This is the first commit of a series of reformat around the codebase as
discussed internally some weeks ago.
This project being one that isn't touched that much, it shouldn't cause
conflict with any opened PRs.
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* Ryujinx.Audio: Remove BOM from files
* misc: Relicense Ryujinx.Audio under the terms of the MIT license
With the approvals of all the Ryujinx.Audio contributors, this commit
changes Ryujinx.Audio license from LGPLv3 to MIT.
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* amadeus: Improve and fix delay effect processing
This rework the delay effect processing by representing calculation with the appropriate matrix and by unrolling some loop in the code.
This allows better optimization by the JIT while making it more readeable.
Also fix a bug in the Surround code path found while looking back at my notes.
* Remove useless GetHashCode
* Address gdkchan's comments
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This should implement all ABI changes from REV11 on 14.0.0
As Nintendo changed the channel disposition for "legacy" effects (Delay, Reverb and Reverb 3D) to match the standard channel mapping, I took the liberty to just remap to the old disposition for now.
The proper changes will be handled at a later date with a complete rewriting of those 3 effects to be more readable (see https://github.com/Ryujinx/Ryujinx/pull/3205 for the first iteration of it).
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Really simple copy pasta error here.
Shouldn't affect anything as float support was added at the same REV as
datasource command v2.
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This fixes missing audio on Nintendo Switch Sports Online Play Test.
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This fix an out of bound when indexing inputs for games that uses
unsupported values (8 here)
Close #2724.
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* amadeus: Update to REV10
This implements all the changes made with REV10 on 13.0.0.
* Address Ack's comment
* Address gdkchan's comment
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This improve RyuJIT codegen drastically on the DSP side.
This may reduce CPU usage of the DSP thread quite a lot.
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* amadeus: Update to REV9
This implements all the changes made with REV9 on 12.0.0.
* Address Ac_k's comments
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This adds missing parenthesis around low pass z computation.
This fixes FEZ audio gain issues inside rooms. (Ryujinx/Ryujinx-Games-List#3526)
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Add fast paths in the audio renderer for AArch64 in all current fast paths.
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* 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
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