diff options
author | Mary <mary@mary.zone> | 2022-04-06 09:12:38 +0200 |
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committer | GitHub <noreply@github.com> | 2022-04-06 09:12:38 +0200 |
commit | 3f4fb8f73a6635dbdca9dd11738c3a793f53ac65 (patch) | |
tree | adab6a0c08efac674982ded8ca915ff5069462ea /Ryujinx.Audio/Renderer/Server/CommandProcessingTimeEstimatorVersion3.cs | |
parent | 56c56aa34d40327cf045d7198fe0f40492a5dbc3 (diff) |
amadeus: Update to REV11 (#3230)1.1.91
This should implement all ABI changes from REV11 on 14.0.0
As Nintendo changed the channel disposition for "legacy" effects (Delay, Reverb and Reverb 3D) to match the standard channel mapping, I took the liberty to just remap to the old disposition for now.
The proper changes will be handled at a later date with a complete rewriting of those 3 effects to be more readable (see https://github.com/Ryujinx/Ryujinx/pull/3205 for the first iteration of it).
Diffstat (limited to 'Ryujinx.Audio/Renderer/Server/CommandProcessingTimeEstimatorVersion3.cs')
-rw-r--r-- | Ryujinx.Audio/Renderer/Server/CommandProcessingTimeEstimatorVersion3.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Ryujinx.Audio/Renderer/Server/CommandProcessingTimeEstimatorVersion3.cs b/Ryujinx.Audio/Renderer/Server/CommandProcessingTimeEstimatorVersion3.cs index 75d3d05b..d9afdfb0 100644 --- a/Ryujinx.Audio/Renderer/Server/CommandProcessingTimeEstimatorVersion3.cs +++ b/Ryujinx.Audio/Renderer/Server/CommandProcessingTimeEstimatorVersion3.cs @@ -198,7 +198,7 @@ namespace Ryujinx.Audio.Renderer.Server return (uint)1853.2f; } - public uint Estimate(DelayCommand command) + public virtual uint Estimate(DelayCommand command) { Debug.Assert(_sampleCount == 160 || _sampleCount == 240); @@ -272,7 +272,7 @@ namespace Ryujinx.Audio.Renderer.Server } } - public uint Estimate(ReverbCommand command) + public virtual uint Estimate(ReverbCommand command) { Debug.Assert(_sampleCount == 160 || _sampleCount == 240); @@ -346,7 +346,7 @@ namespace Ryujinx.Audio.Renderer.Server } } - public uint Estimate(Reverb3dCommand command) + public virtual uint Estimate(Reverb3dCommand command) { Debug.Assert(_sampleCount == 160 || _sampleCount == 240); |