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authorMary <mary@mary.zone>2022-02-16 21:38:45 +0100
committerGitHub <noreply@github.com>2022-02-16 21:38:45 +0100
commitab5d77c0c4925955180dc51e9f289187ce6f2901 (patch)
tree55e3dc38d2a234a43b76fda6fb03e5eb83b97829 /Ryujinx.Audio/Renderer/Dsp
parent7bfb5f79b8a7447105df85ca405d915a124d7ca1 (diff)
amadeus: Fix limiter correctness (#3126)1.1.30
This fixes missing audio on Nintendo Switch Sports Online Play Test.
Diffstat (limited to 'Ryujinx.Audio/Renderer/Dsp')
-rw-r--r--Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion1.cs10
-rw-r--r--Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion2.cs10
-rw-r--r--Ryujinx.Audio/Renderer/Dsp/State/LimiterState.cs1
3 files changed, 15 insertions, 6 deletions
diff --git a/Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion1.cs b/Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion1.cs
index a86871ef..ffbca360 100644
--- a/Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion1.cs
+++ b/Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion1.cs
@@ -100,9 +100,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
{
for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
{
- float inputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
+ float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
- float sampleInputMax = Math.Abs(inputSample * Parameter.InputGain);
+ float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
+
+ float sampleInputMax = Math.Abs(inputSample);
float inputCoefficient = Parameter.ReleaseCoefficient;
@@ -131,7 +133,9 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
- *((float*)outputBuffers[channelIndex] + sampleIndex) = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
+ float outputSample = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
+
+ *((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
delayedSample = inputSample;
diff --git a/Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion2.cs b/Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion2.cs
index 3ff758ba..e5c85b94 100644
--- a/Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion2.cs
+++ b/Ryujinx.Audio/Renderer/Dsp/Command/LimiterCommandVersion2.cs
@@ -111,9 +111,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
{
for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
{
- float inputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
+ float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
- float sampleInputMax = Math.Abs(inputSample * Parameter.InputGain);
+ float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
+
+ float sampleInputMax = Math.Abs(inputSample);
float inputCoefficient = Parameter.ReleaseCoefficient;
@@ -142,7 +144,9 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
- *((float*)outputBuffers[channelIndex] + sampleIndex) = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
+ float outputSample = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
+
+ *((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
delayedSample = inputSample;
diff --git a/Ryujinx.Audio/Renderer/Dsp/State/LimiterState.cs b/Ryujinx.Audio/Renderer/Dsp/State/LimiterState.cs
index 53913bad..3c2bbb47 100644
--- a/Ryujinx.Audio/Renderer/Dsp/State/LimiterState.cs
+++ b/Ryujinx.Audio/Renderer/Dsp/State/LimiterState.cs
@@ -37,6 +37,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
DectectorAverage.AsSpan().Fill(0.0f);
CompressionGain.AsSpan().Fill(1.0f);
DelayedSampleBufferPosition.AsSpan().Fill(0);
+ DelayedSampleBuffer.AsSpan().Fill(0.0f);
UpdateParameter(ref parameter);
}