From 7636fefb715492960545f5b921b0714ae261f2f6 Mon Sep 17 00:00:00 2001 From: Kelebek1 Date: Wed, 7 Jul 2021 14:56:23 +0100 Subject: audio_core: Preserve front channel volume after 6 to 2 downmix 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. --- src/audio_core/sink_context.cpp | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) (limited to 'src/audio_core/sink_context.cpp') diff --git a/src/audio_core/sink_context.cpp b/src/audio_core/sink_context.cpp index a69543696..cc55b290c 100644 --- a/src/audio_core/sink_context.cpp +++ b/src/audio_core/sink_context.cpp @@ -15,10 +15,17 @@ std::size_t SinkContext::GetCount() const { void SinkContext::UpdateMainSink(const SinkInfo::InParams& in) { ASSERT(in.type == SinkTypes::Device); - has_downmix_coefs = in.device.down_matrix_enabled; - if (has_downmix_coefs) { + if (in.device.down_matrix_enabled) { downmix_coefficients = in.device.down_matrix_coef; + } else { + downmix_coefficients = { + 1.0f, // front + 0.707f, // center + 0.0f, // lfe + 0.707f, // back + }; } + in_use = in.in_use; use_count = in.device.input_count; buffers = in.device.input; @@ -34,10 +41,6 @@ std::vector SinkContext::OutputBuffers() const { return buffer_ret; } -bool SinkContext::HasDownMixingCoefficients() const { - return has_downmix_coefs; -} - const DownmixCoefficients& SinkContext::GetDownmixCoefficients() const { return downmix_coefficients; } -- cgit v1.2.3