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
@@ -11,26 +11,31 @@ 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.PcmInt16DataSourceVersion1;
public uint EstimatedProcessingTime { get; set; }
public ushort OutputBufferIndex { get; }
public uint SampleRate { get; }
public uint ChannelIndex { get; }
public ushort OutputBufferIndex { get; private set; }
public uint SampleRate { get; private set; }
public uint ChannelIndex { get; private set; }
public uint ChannelCount { get; }
public uint ChannelCount { get; private set; }
public float Pitch { get; }
public float Pitch { get; private set; }
public WaveBuffer[] WaveBuffers { get; }
public Memory<VoiceState> State { get; }
public DecodingBehaviour DecodingBehaviour { get; }
public Memory<VoiceState> State { get; private set; }
public DecodingBehaviour DecodingBehaviour { get; private set; }
public PcmInt16DataSourceCommandVersion1(ref VoiceInfo serverInfo, Memory<VoiceState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
public PcmInt16DataSourceCommandVersion1()
{
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
}
public PcmInt16DataSourceCommandVersion1 Initialize(ref VoiceInfo serverInfo, Memory<VoiceState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
@@ -40,8 +45,6 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
ChannelIndex = channelIndex;
ChannelCount = serverInfo.ChannelsCount;
Pitch = serverInfo.Pitch;
WaveBuffers = new WaveBuffer[Constants.VoiceWaveBufferCount];
Span<Server.Voice.WaveBuffer> waveBufferSpan = serverInfo.WaveBuffers.AsSpan();
@@ -54,6 +57,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
State = state;
DecodingBehaviour = serverInfo.DecodingBehaviour;
return this;
}
public void Process(CommandList context)