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7636fefb71
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.
48 lines
1.2 KiB
C++
48 lines
1.2 KiB
C++
// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "audio_core/sink_context.h"
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namespace AudioCore {
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SinkContext::SinkContext(std::size_t sink_count_) : sink_count{sink_count_} {}
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SinkContext::~SinkContext() = default;
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std::size_t SinkContext::GetCount() const {
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return sink_count;
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}
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void SinkContext::UpdateMainSink(const SinkInfo::InParams& in) {
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ASSERT(in.type == SinkTypes::Device);
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if (in.device.down_matrix_enabled) {
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downmix_coefficients = in.device.down_matrix_coef;
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} else {
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downmix_coefficients = {
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1.0f, // front
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0.707f, // center
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0.0f, // lfe
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0.707f, // back
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};
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}
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in_use = in.in_use;
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use_count = in.device.input_count;
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buffers = in.device.input;
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}
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bool SinkContext::InUse() const {
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return in_use;
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}
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std::vector<u8> SinkContext::OutputBuffers() const {
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std::vector<u8> buffer_ret(use_count);
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std::memcpy(buffer_ret.data(), buffers.data(), use_count);
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return buffer_ret;
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}
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const DownmixCoefficients& SinkContext::GetDownmixCoefficients() const {
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return downmix_coefficients;
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}
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} // namespace AudioCore
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