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https://git.ryujinx.app/projects/Kenji-NX.git
synced 2026-09-28 13:57:58 +02:00
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.
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@@ -7,22 +7,27 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public int NodeId { get; private set; }
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public CommandType CommandType => CommandType.Upsample;
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public uint EstimatedProcessingTime { get; set; }
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public uint BufferCount { get; }
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public uint InputBufferIndex { get; }
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public uint InputSampleCount { get; }
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public uint InputSampleRate { get; }
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public uint BufferCount { get; private set; }
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public uint InputBufferIndex { get; private set; }
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public uint InputSampleCount { get; private set; }
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public uint InputSampleRate { get; private set; }
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public UpsamplerInfo UpsamplerInfo { get; }
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public UpsamplerInfo UpsamplerInfo { get; private set; }
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public Memory<float> OutBuffer { get; }
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public Memory<float> OutBuffer { get; private set; }
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public UpsampleCommand(uint bufferOffset, UpsamplerInfo info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
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public UpsampleCommand()
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{
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}
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public UpsampleCommand Initialize(uint bufferOffset, UpsamplerInfo info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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@@ -47,6 +52,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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}
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UpsamplerInfo = info;
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return this;
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}
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private Span<float> GetBuffer(int index, int sampleCount)
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