| Commit message (Collapse) | Author | Files | Lines |
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- This makes it such that we can safely access service members from CoreTiming thread.
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Moves the audio code closer to enabling warnings as errors in general.
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It's unused and doesn't need to be initialized
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Preliminary work for upmixing & general cleanup. Fixes basic issues in games such as Shovel Knight and slightly improves the LEGO games. Upmixing stitll needs to be implemented.
Audio levels in a few games will be fixed as we now use the downmix coefficients when possible instead of supplying our own
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Recent changes to the build system that made more warnings be flagged as
errors caused building via clang to break.
Fixes #4795
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Same behavior, but removes header dependencies where they don't need to
be.
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Fixes ZLA softlock
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Supersedes #3738 and #3321
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* audio_renderer: Preliminary BehaviorInfo
* clang format
* Fixed IsRevisionSupported
* fixed IsValidRevision
* Fixed logic error & spelling errors & crash
* Addressed issues
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- helpful to disambiguate Kernel::Memory namespace.
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With all of the trivial parts of the memory interface moved over, we can
get right into moving over the bits that are used.
Note that this does require the use of GetInstance from the global
system instance to be used within hle_ipc.cpp and the gdbstub. This is
fine for the time being, as they both already rely on the global system
instance in other functions. These will be removed in a change directed
at both of these respectively.
For now, it's sufficient, as it still accomplishes the goal of
de-globalizing the memory code.
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Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.
Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
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* kernel: Replace usage of boost::intrusive_ptr with std::shared_ptr for kernel objects.
- See https://github.com/citra-emu/citra/pull/4710 for details.
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Added framecount
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Creating multiple "AudioRenderer" threads cause the previous thread to be overwritten. The thread will name be renamed to AudioRenderer-InstanceX, where X is the current instance number.
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We shouldn't be incrementing if wave buffers are empty. They are considered invalid/unused wave buffers.
This fixes the issue of certain sounds looping when they shouldn't
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Gets rid of the largest set of mutable global state within the core.
This also paves a way for eliminating usages of GetInstance() on the
System class as a follow-up.
Note that no behavioral changes have been made, and this simply extracts
the functionality into a class. This also has the benefit of making
dependencies on the core timing functionality explicit within the
relevant interfaces.
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These two macros being used in tandem were used prior to the
introduction of UNIMPLEMENTED and UNIMPLEMENTED_MSG. This provides
equivalent behavior, just with less typing/reading involved.
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Softlock explanation:
after effects are initialized in smo, nothing actually changes the state. It expects the state to always be initialized. With the previous testing, updating the states much like how we handle the memory pools continue to have the softlock(which is why I said it probably wasn't effects) after further examination it seems like effects need to be initialized but the state remains unchanged until further notice. For now, assertions are added for the aux buffers to see if they update, unable to check as I haven't gotten smo to actually update them yet.
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Preserves the meaning/type-safetiness of the stream state instead of
making it an opaque u32. This makes it usable for other things outside
of the service HLE context.
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Avoids including unnecessary headers within the audio_renderer.h header,
lessening the likelihood of needing to rebuild source files including
this header if they ever change.
Given std::vector allows forward declaring contained types, we can move
VoiceState to the cpp file and hide the implementation entirely.
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GetAudioRendererSampleRate is set as a "STUB" as a game could check if the sample rate it sent and the sample rate it wants don't match. Just a thought of something which could happen so keeping it as stub for the mean time
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