audio effects fix and audio object pooling

Revert and reimplement Float BiquadFilterEffect support, fixes infinite load issues in a few games like Splatoon 3.

Fix incorrect string check with the new thread naming system.

Implement object pooling for all Audio Commands and a few other audio related objects and use a growing error list for updating wave buffers instead of always allocating space for 8 errors.
This commit is contained in:
LotP
2025-10-25 23:49:52 -05:00
committed by KeatonTheBot
parent 86f47b8333
commit cdbe568620
43 changed files with 763 additions and 602 deletions
@@ -7,7 +7,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public bool Enabled { get; set; }
public int NodeId { get; }
public int NodeId { get; private set; }
public CommandType CommandType => CommandType.DownMixSurroundToStereo;
@@ -16,16 +16,19 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
public ushort[] InputBufferIndices { get; }
public ushort[] OutputBufferIndices { get; }
public float[] Coefficients { get; }
public float[] Coefficients { get; private set; }
public DownMixSurroundToStereoCommand(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, float[] downMixParameter, int nodeId)
public DownMixSurroundToStereoCommand()
{
InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
}
public DownMixSurroundToStereoCommand Initialize(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, float[] downMixParameter, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
for (int i = 0; i < Constants.VoiceChannelCountMax; i++)
{
InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
@@ -33,6 +36,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
}
Coefficients = downMixParameter;
return this;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]