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audio effects fix and audio object pooling (ryubing/ryujinx!192)
See merge request ryubing/ryujinx!192
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@@ -7,21 +7,26 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public int NodeId { get; private set; }
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public CommandType CommandType => CommandType.DepopForMixBuffers;
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public uint EstimatedProcessingTime { get; set; }
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public uint MixBufferOffset { get; }
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public uint MixBufferOffset { get; private set; }
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public uint MixBufferCount { get; }
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public uint MixBufferCount { get; private set; }
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public float Decay { get; }
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public float Decay { get; private set; }
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public Memory<float> DepopBuffer { get; }
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public Memory<float> DepopBuffer { get; private set; }
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public DepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint mixBufferCount, int nodeId, uint sampleRate)
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public DepopForMixBuffersCommand()
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{
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}
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public DepopForMixBuffersCommand Initialize(Memory<float> depopBuffer, uint bufferOffset, uint mixBufferCount, int nodeId, uint sampleRate)
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{
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Enabled = true;
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NodeId = nodeId;
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@@ -37,6 +42,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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Decay = 0.943695f;
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}
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return this;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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