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Ryujinx/Ryujinx.Audio.Renderer/Dsp/Command/DownMixSurroundToStereoCommand.cs
Mary 000ba5f7cc
Amadeus: Fix inverted downmixing of center and lfe (#1507)
This fix front center and lfe being inverted in input of the
DownMixSurroundToStereoCommand.

This fix:
- Voices being missing on FE3H videos
- Mario Tennis Aces missing backgroun
- Probably more.
2020-08-27 14:53:34 -03:00

89 lines
3.8 KiB
C#

//
// Copyright (c) 2019-2020 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DownMixSurroundToStereoCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DownMixSurroundToStereo;
public ulong EstimatedProcessingTime { get; set; }
public ushort[] InputBufferIndices { get; }
public ushort[] OutputBufferIndices { get; }
public float[] Coefficients { get; }
public DownMixSurroundToStereoCommand(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, ReadOnlySpan<float> downMixParameter, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndices = new ushort[RendererConstants.VoiceChannelCountMax];
OutputBufferIndices = new ushort[RendererConstants.VoiceChannelCountMax];
for (int i = 0; i < RendererConstants.VoiceChannelCountMax; i++)
{
InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
OutputBufferIndices[i] = (ushort)(bufferOffset + outputBufferOffset[i]);
}
Coefficients = downMixParameter.ToArray();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static float DownMixSurroundToStereo(ReadOnlySpan<float> coefficients, float back, float lfe, float center, float front)
{
return FloatingPointHelper.RoundUp(coefficients[3] * back + coefficients[2] * lfe + coefficients[1] * center + coefficients[0] * front);
}
public void Process(CommandList context)
{
ReadOnlySpan<float> frontLeft = context.GetBuffer(InputBufferIndices[0]);
ReadOnlySpan<float> frontRight = context.GetBuffer(InputBufferIndices[1]);
ReadOnlySpan<float> frontCenter = context.GetBuffer(InputBufferIndices[2]);
ReadOnlySpan<float> lowFrequency = context.GetBuffer(InputBufferIndices[3]);
ReadOnlySpan<float> backLeft = context.GetBuffer(InputBufferIndices[4]);
ReadOnlySpan<float> backRight = context.GetBuffer(InputBufferIndices[5]);
Span<float> stereoLeft = context.GetBuffer(OutputBufferIndices[0]);
Span<float> stereoRight = context.GetBuffer(OutputBufferIndices[1]);
Span<float> unused2 = context.GetBuffer(OutputBufferIndices[2]);
Span<float> unused3 = context.GetBuffer(OutputBufferIndices[3]);
Span<float> unused4 = context.GetBuffer(OutputBufferIndices[4]);
Span<float> unused5 = context.GetBuffer(OutputBufferIndices[5]);
for (int i = 0; i < context.SampleCount; i++)
{
stereoLeft[i] = DownMixSurroundToStereo(Coefficients, backLeft[i], lowFrequency[i], frontCenter[i], frontLeft[i]);
stereoRight[i] = DownMixSurroundToStereo(Coefficients, backRight[i], lowFrequency[i], frontCenter[i], frontRight[i]);
}
unused2.Fill(0);
unused3.Fill(0);
unused4.Fill(0);
unused5.Fill(0);
}
}
}