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authorKelebek1 <eeeedddccc@hotmail.co.uk>2021-07-07 14:56:23 +0100
committerKelebek1 <eeeedddccc@hotmail.co.uk>2021-07-08 17:07:23 +0100
commit7636fefb715492960545f5b921b0714ae261f2f6 (patch)
tree823c07fef75b9cda6ce54f54cd26bebf21e669cd /src/audio_core/sink_context.h
parent2eb018c80fd2a83686ee11a80c7427a98ea44354 (diff)
audio_core: Preserve front channel volume after 6 to 2 downmix
Many games report 6 channel output while only providing data for 2. We only output 2-channel audio regardless, and in the downmixing, front left/right only provide 36% of their volume. This is done assuming all of the other channels also contain valid data, but in many games they don't. This PR alters the downmixing to preserve front left/right, so volume is not lost. This improves volume in Link's Awakening, New Super Mario Bros U, Disgaea 6, Super Kirby Clash.
Diffstat (limited to 'src/audio_core/sink_context.h')
-rw-r--r--src/audio_core/sink_context.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/audio_core/sink_context.h b/src/audio_core/sink_context.h
index 9e2b69785..254961fe2 100644
--- a/src/audio_core/sink_context.h
+++ b/src/audio_core/sink_context.h
@@ -84,7 +84,6 @@ public:
[[nodiscard]] bool InUse() const;
[[nodiscard]] std::vector<u8> OutputBuffers() const;
- [[nodiscard]] bool HasDownMixingCoefficients() const;
[[nodiscard]] const DownmixCoefficients& GetDownmixCoefficients() const;
private:
@@ -92,7 +91,6 @@ private:
s32 use_count{};
std::array<u8, AudioCommon::MAX_CHANNEL_COUNT> buffers{};
std::size_t sink_count{};
- bool has_downmix_coefs{false};
DownmixCoefficients downmix_coefficients{};
};
} // namespace AudioCore