audio effects fix and audio object pooling (ryubing/ryujinx!192)

See merge request ryubing/ryujinx!192
This commit is contained in:
LotP
2025-10-25 21:07:10 -05:00
parent c6bc77e4bf
commit fd07453887
44 changed files with 764 additions and 595 deletions

View File

@@ -7,22 +7,27 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public bool Enabled { get; set; }
public int NodeId { get; }
public int NodeId { get; private set; }
public CommandType CommandType => CommandType.Upsample;
public uint EstimatedProcessingTime { get; set; }
public uint BufferCount { get; }
public uint InputBufferIndex { get; }
public uint InputSampleCount { get; }
public uint InputSampleRate { get; }
public uint BufferCount { get; private set; }
public uint InputBufferIndex { get; private set; }
public uint InputSampleCount { get; private set; }
public uint InputSampleRate { get; private set; }
public UpsamplerInfo UpsamplerInfo { get; }
public UpsamplerInfo UpsamplerInfo { get; private set; }
public Memory<float> OutBuffer { get; }
public Memory<float> OutBuffer { get; private set; }
public UpsampleCommand(uint bufferOffset, UpsamplerInfo info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
public UpsampleCommand()
{
}
public UpsampleCommand Initialize(uint bufferOffset, UpsamplerInfo info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
{
Enabled = true;
NodeId = nodeId;
@@ -47,6 +52,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
}
UpsamplerInfo = info;
return this;
}
private Span<float> GetBuffer(int index, int sampleCount)