diff options
Diffstat (limited to 'Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs')
-rw-r--r-- | Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs b/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs index 7da9804e..5cbc1060 100644 --- a/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs +++ b/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs @@ -63,7 +63,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command private Reverb3dParameter _parameter; - public Reverb3dCommand(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, ulong workBuffer, int nodeId) + public Reverb3dCommand(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, ulong workBuffer, int nodeId, bool newEffectChannelMappingSupported) { Enabled = true; IsEffectEnabled = isEnabled; @@ -80,6 +80,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]); OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]); } + + // 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); } [MethodImpl(MethodImplOptions.AggressiveInlining)] @@ -194,7 +199,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command if (isSurround) { - *((float*)outputBuffers[4] + sampleIndex) += (outputValues[4] + state.BackLeftDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain); + *((float*)outputBuffers[4] + sampleIndex) += (outputValues[4] + state.FrontCenterDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain); } } } |