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Diffstat (limited to 'src/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs')
-rw-r--r--src/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs18
1 files changed, 3 insertions, 15 deletions
diff --git a/src/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs b/src/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs
index b231dbb6..415e1c19 100644
--- a/src/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs
+++ b/src/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs
@@ -52,7 +52,7 @@ namespace Ryujinx.Audio.Renderer.Dsp
{
// NOTE: Nintendo uses an approximation of log10, we don't.
// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
- return MathF.Pow(10, MathF.Max(x, 1.0e-10f));
+ return MathF.Log10(MathF.Max(x, 1.0e-10f));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -62,7 +62,8 @@ namespace Ryujinx.Audio.Renderer.Dsp
foreach (float input in inputs)
{
- res += (input * input);
+ float normInput = input * (1f / 32768f);
+ res += normInput * normInput;
}
res /= inputs.Length;
@@ -81,19 +82,6 @@ namespace Ryujinx.Audio.Renderer.Dsp
return MathF.Pow(10.0f, db / 20.0f);
}
- /// <summary>
- /// Map decibel to linear in [0, 2] range.
- /// </summary>
- /// <param name="db">The decibel value to convert</param>
- /// <returns>Converted linear value in [0, 2] range</returns>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public static float DecibelToLinearExtended(float db)
- {
- float tmp = MathF.Log2(DecibelToLinear(db));
-
- return MathF.Truncate(tmp) + MathF.Pow(2.0f, tmp - MathF.Truncate(tmp));
- }
-
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float DegreesToRadians(float degrees)
{