| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2021-07-08 | audio_core: Preserve front channel volume after 6 to 2 downmix | Kelebek1 | |
| 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. | |||
| 2020-12-03 | audio_core: Make shadowing and unused parameters errors | Lioncash | |
| Moves the audio code closer to enabling warnings as errors in general. | |||
| 2020-11-17 | Addressed changes | Chloe Marcec | |
| 2020-11-17 | audren: Make use of nodiscard, rework downmixing, release all buffers | Chloe Marcec | |
| Preliminary work for upmixing & general cleanup. Fixes basic issues in games such as Shovel Knight and slightly improves the LEGO games. Upmixing stitll needs to be implemented. Audio levels in a few games will be fixed as we now use the downmix coefficients when possible instead of supplying our own | |||
| 2020-10-20 | Revert "core: Fix clang build" | bunnei | |
| 2020-10-17 | core: Fix clang build | Lioncash | |
| Recent changes to the build system that made more warnings be flagged as errors caused building via clang to break. Fixes #4795 | |||
| 2020-07-25 | audio_core: Apollo Part 1, AudioRenderer refactor | David Marcec | |
