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audio effects fix and audio object pooling (ryubing/ryujinx!192)
See merge request ryubing/ryujinx!192
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@@ -8,38 +8,43 @@ 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.FillBuffer;
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public uint EstimatedProcessingTime { get; set; }
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public SplitterDestinationVersion1 Destination1 { get; }
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public SplitterDestinationVersion2 Destination2 { get; }
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public bool IsV2 { get; }
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public int Length { get; }
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public float Value { get; }
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public SplitterDestinationVersion1 Destination1 { get; private set; }
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public SplitterDestinationVersion2 Destination2 { get; private set; }
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public bool IsV2 { get; private set; }
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public int Length { get; private set; }
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public float Value { get; private set; }
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public FillBufferCommand(SplitterDestinationVersion1 destination, int length, float value, int nodeId)
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public FillBufferCommand()
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{
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Enabled = true;
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NodeId = nodeId;
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Destination1 = destination;
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IsV2 = false;
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Length = length;
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Value = value;
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}
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public FillBufferCommand(SplitterDestinationVersion2 destination, int length, float value, int nodeId)
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public FillBufferCommand Initialize(SplitterDestination destination, int length, float value, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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if (Unsafe.IsNullRef(ref destination.GetV2RefOrNull()))
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{
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Destination1 = destination.GetV1RefOrNull();
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IsV2 = false;
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}
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else
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{
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Destination2 = destination.GetV2RefOrNull();
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IsV2 = true;
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}
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Destination2 = destination;
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IsV2 = true;
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Length = length;
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Value = value;
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return this;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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