diff options
| author | Kelebek1 <eeeedddccc@hotmail.co.uk> | 2021-07-07 14:56:23 +0100 |
|---|---|---|
| committer | Kelebek1 <eeeedddccc@hotmail.co.uk> | 2021-07-08 17:07:23 +0100 |
| commit | 7636fefb715492960545f5b921b0714ae261f2f6 (patch) | |
| tree | 823c07fef75b9cda6ce54f54cd26bebf21e669cd /src/audio_core/sink_context.h | |
| parent | 2eb018c80fd2a83686ee11a80c7427a98ea44354 (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.h | 2 |
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 |
