| Age | Commit message (Collapse) | Author |
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yuzu: Make variable shadowing a compile-time error
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Removing this as we don't enforce unused parameter warnings elsewhere in the project, and explicitly specify -Wno-unused-parameter in the main CMakeLists.
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Now that the entire project is free of variable shadowing, we can enforce this as a compile time error to prevent any further introduction of this logic bug.
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Using this smaller type saves 1024 bytes in the compiled executable.
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This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
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Also drop the SoundTouch dependency
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Update CURRENT_PROCESS_REVISION from REV9 to REVA.
Used by Nintendo Entertainment System - Nintendo Switch Online 6.0.0 and
Super Nintendo Entertainment System - Nintendo Switch Online 3.0.0.
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This reduces the load of requiring to include std::chrono in all files which include log.h
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audio_core: Replace NaN mix volume samples with silence
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general: Move most settings' defaults and labels into their definition
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Fixes Xenoblade Chronicles 2 blowing out the audio.
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Support more PCM formats
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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.
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Treats (un)signed comparison mismatches as errors to be consistent with MSVC
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Creates a new BasicSettings class in common/settings, and forces setting
a default and label for each setting that uses it in common/settings.
Moves defaults and labels from both frontends into common settings.
Creates a helper function in each frontend to facillitate reading the
settings now with the new default and label properties.
Settings::Setting is also now a subclass of Settings::BasicSetting. Also
adds documentation for both Setting and BasicSetting.
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Currently, processing of audio samples is called from AudioRenderer's Update method, using a fixed 4 buffers to process the given samples. Games call Update at variable rates, depending on framerate and/or sample count, which causes inconsistency in audio processing. From what I've seen, 60 FPS games update every ~0.004s, but 30 FPS/160 sample games update somewhere between 0.02 and 0.04, 5-10x slower. Not enough samples get fed to the backend, leading to a lot of audio skipping.
This PR seeks to address this by de-coupling the audio consumption and the audio update. Update remains the same without calling for buffer queuing, and the consume now schedules itself to run based on the sample rate and count.
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- This is used in fw 12.x.x games.
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* Add missing includes
* Add array
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Used in Ninja Gaiden games.
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Transition to PascalCase for result names.
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- Removes a dependency on core and input_common from common.
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Most notable fix is the voices in Fire Emblem Three Houses
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Prevent over scheduling audio events and add motion update unschedule event
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update event
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As this is causing issues in a few games, it's best to have it disabled until it's completely implemented
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Fixes Devil May Cry
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This requires making several types trivial and properly initialize
them whenever they are called.
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INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior.
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Make the coding conventions more consistant
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lut_index had 0 added when nothing was supposed to be added
despite this, index was not added to 0 when nothing was supposed to be added...
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- This makes it such that we can safely access service members from CoreTiming thread.
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audio_core: Make shadowing and unused parameters errors
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Moves the audio code closer to enabling warnings as errors in general.
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It's unused and doesn't need to be initialized
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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
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Resolves the clang build issue in a more unintrusive way.
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Recent changes to the build system that made more warnings be flagged as
errors caused building via clang to break.
Fixes #4795
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