From 40d47b7aa235b464974480d09875eef0377bb261 Mon Sep 17 00:00:00 2001 From: Mary <mary@mary.zone> Date: Thu, 11 May 2023 20:14:02 +0200 Subject: amadeus: Fix wrong channel mapping check and an old typo (#4888) * 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 --- src/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/Ryujinx.Audio/Renderer/Dsp/Command/Reverb3dCommand.cs') 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); -- cgit v1.2.3-70-g09d2