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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
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4 changed files with 11 additions and 11 deletions
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@ -66,8 +66,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
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// TODO: Update reverb 3d processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices, Parameter.ChannelCount);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices, Parameter.ChannelCount);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -116,7 +116,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
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{
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int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
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int outputIndex = outputEarlyIndicesTable[i];
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int outputIndex = outputEarlyIndicesTable[earlyDelayIndex];
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float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);
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