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