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audio effects fix and audio object pooling (ryubing/ryujinx!192)
See merge request ryubing/ryujinx!192
This commit is contained in:
@@ -8,23 +8,28 @@ 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.MixRampGrouped;
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public uint EstimatedProcessingTime { get; set; }
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public uint MixBufferCount { get; }
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public uint MixBufferCount { get; private set; }
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public ushort[] InputBufferIndices { get; }
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public ushort[] OutputBufferIndices { get; }
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public ushort[] InputBufferIndices { get; private set; }
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public ushort[] OutputBufferIndices { get; private set; }
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public float[] Volume0 { get; }
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public float[] Volume1 { get; }
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public float[] Volume0 { get; private set; }
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public float[] Volume1 { get; private set; }
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public Memory<VoiceState> State { get; }
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public Memory<VoiceState> State { get; private set; }
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public MixRampGroupedCommand(
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public MixRampGroupedCommand()
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{
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}
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public MixRampGroupedCommand Initialize(
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uint mixBufferCount,
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uint inputBufferIndex,
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uint outputBufferIndex,
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@@ -52,6 +57,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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}
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State = state;
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return this;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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