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authorMary <mary@mary.zone>2023-05-11 20:14:02 +0200
committerGitHub <noreply@github.com>2023-05-11 20:14:02 +0200
commit40d47b7aa235b464974480d09875eef0377bb261 (patch)
tree568c6092d24232f55969405e4e593be215838e6b /src/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs
parentec0bb74968de92230dd026faa35e5f8bd975ec35 (diff)
amadeus: Fix wrong channel mapping check and an old typo (#4888)1.1.783
* 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
Diffstat (limited to 'src/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs')
-rw-r--r--src/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs b/src/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs
index eeb64567..74b53b24 100644
--- a/src/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs
+++ b/src/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs
@@ -66,8 +66,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
// 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.
- DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
- DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
+ DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
+ DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -116,7 +116,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
{
int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
- int outputIndex = outputEarlyIndicesTable[i];
+ int outputIndex = outputEarlyIndicesTable[earlyDelayIndex];
float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);