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* audio_core: Preserve front channel volume after 6 to 2 downmixKelebek12021-07-081-2/+0
| | | | | | Many games report 6 channel output while only providing data for 2. We only output 2-channel audio regardless, and in the downmixing, front left/right only provide 36% of their volume. This is done assuming all of the other channels also contain valid data, but in many games they don't. This PR alters the downmixing to preserve front left/right, so volume is not lost. This improves volume in Link's Awakening, New Super Mario Bros U, Disgaea 6, Super Kirby Clash.
* Add missing includes (#6521)Chloe2021-06-241-0/+2
| | | | | * Add missing includes * Add array
* common/common_funcs: Rename INSERT_UNION_PADDING_{BYTES,WORDS} to _NOINITReinUsesLisp2021-01-151-3/+3
| | | | INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior.
* audio_core: Make shadowing and unused parameters errorsLioncash2020-12-031-6/+6
| | | | Moves the audio code closer to enabling warnings as errors in general.
* Addressed changesChloe Marcec2020-11-171-4/+6
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* audren: Make use of nodiscard, rework downmixing, release all buffersChloe Marcec2020-11-171-4/+9
| | | | | | 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
* audio_core: Apollo Part 1, AudioRenderer refactorDavid Marcec2020-07-251-0/+89