amadeus: Fix wrong channel mapping check and an old typo (#4888)

* amadeus: Fix wrong channel mapping check

This was always going to happens, as a result quadratic would break and
move index after the channel count point, effectively breaking
input/output indices.

* amadeus: Fix reverb 3d early delay wrong output index
This commit is contained in:
Mary 2023-05-11 20:14:02 +02:00 committed by GitHub
parent ec0bb74968
commit 40d47b7aa2
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4 changed files with 11 additions and 11 deletions

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@ -49,8 +49,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]); OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
} }
DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, InputBufferIndices); DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, OutputBufferIndices); DataSourceHelper.RemapLegacyChannelEffectMappingToChannelResourceMapping(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
} }
[MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)] [MethodImpl(MethodImplOptions.AggressiveInlining | MethodImplOptions.AggressiveOptimization)]

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@ -66,8 +66,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour // NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
// TODO: Update reverb 3d processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping. // TODO: Update reverb 3d processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices); DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices); DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
@ -116,7 +116,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++) for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
{ {
int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i]; int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
int outputIndex = outputEarlyIndicesTable[i]; int outputIndex = outputEarlyIndicesTable[earlyDelayIndex];
float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset); float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);

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@ -71,8 +71,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour // NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
// TODO: Update reverb processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping. // TODO: Update reverb processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices); DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices); DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]

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@ -430,9 +430,9 @@ namespace Ryujinx.Audio.Renderer.Dsp
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void RemapLegacyChannelEffectMappingToChannelResourceMapping(bool isSupported, Span<ushort> bufferIndices) public static void RemapLegacyChannelEffectMappingToChannelResourceMapping(bool isSupported, Span<ushort> bufferIndices, uint channelCount)
{ {
if (!isSupported && bufferIndices.Length == 6) if (!isSupported && channelCount == 6)
{ {
ushort backLeft = bufferIndices[2]; ushort backLeft = bufferIndices[2];
ushort backRight = bufferIndices[3]; ushort backRight = bufferIndices[3];
@ -447,9 +447,9 @@ namespace Ryujinx.Audio.Renderer.Dsp
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)] [MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void RemapChannelResourceMappingToLegacy(bool isSupported, Span<ushort> bufferIndices) public static void RemapChannelResourceMappingToLegacy(bool isSupported, Span<ushort> bufferIndices, uint channelCount)
{ {
if (isSupported && bufferIndices.Length == 6) if (isSupported && channelCount == 6)
{ {
ushort frontCenter = bufferIndices[2]; ushort frontCenter = bufferIndices[2];
ushort lowFrequency = bufferIndices[3]; ushort lowFrequency = bufferIndices[3];