forked from Mirror/Ryujinx
amadeus: Allow 5.1 sink output (#4894)
* amadeus: Allow 5.1 sink output Also add a simple Stereo to 5.1 change for device sink. Tested against NES - Nintendo Switch Online that output stereo on the audio renderer. * Remove outdated comment
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2 changed files with 15 additions and 5 deletions
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@ -65,9 +65,7 @@ namespace Ryujinx.Audio.Renderer.Dsp
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{
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{
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OutputDevices = new IHardwareDevice[Constants.AudioRendererSessionCountMax];
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OutputDevices = new IHardwareDevice[Constants.AudioRendererSessionCountMax];
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// TODO: Before enabling this, we need up-mixing from stereo to 5.1.
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uint channelCount = GetHardwareChannelCount(deviceDriver);
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// uint channelCount = GetHardwareChannelCount(deviceDriver);
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uint channelCount = 2;
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for (int i = 0; i < OutputDevices.Length; i++)
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for (int i = 0; i < OutputDevices.Length; i++)
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{
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{
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@ -67,7 +67,19 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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const int sampleCount = Constants.TargetSampleCount;
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const int sampleCount = Constants.TargetSampleCount;
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short[] outputBuffer = new short[bufferCount * sampleCount];
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uint inputCount;
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// In case of upmixing to 5.1, we allocate the right amount.
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if (bufferCount != channelCount && channelCount == 6)
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{
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inputCount = (uint)channelCount;
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}
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else
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{
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inputCount = bufferCount;
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}
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short[] outputBuffer = new short[inputCount * sampleCount];
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for (int i = 0; i < bufferCount; i++)
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for (int i = 0; i < bufferCount; i++)
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{
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{
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@ -79,7 +91,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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}
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}
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}
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}
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device.AppendBuffer(outputBuffer, InputCount);
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device.AppendBuffer(outputBuffer, inputCount);
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}
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}
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else
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else
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{
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{
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