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Fix audio renderer compressor effect (#5742)
* Delete DecibelToLinearExtended and fix Log10 function * Fix CopyBuffer and ClearBuffer * Change effect states from class to struct + formatting * Formatting * Make UpdateLowPassFilter readonly * More compressor fixes
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@@ -52,7 +52,7 @@ namespace Ryujinx.Audio.Renderer.Dsp
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{
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// NOTE: Nintendo uses an approximation of log10, we don't.
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// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
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return MathF.Pow(10, MathF.Max(x, 1.0e-10f));
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return MathF.Log10(MathF.Max(x, 1.0e-10f));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -62,7 +62,8 @@ namespace Ryujinx.Audio.Renderer.Dsp
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foreach (float input in inputs)
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{
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res += (input * input);
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float normInput = input * (1f / 32768f);
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res += normInput * normInput;
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}
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res /= inputs.Length;
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@@ -81,19 +82,6 @@ namespace Ryujinx.Audio.Renderer.Dsp
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return MathF.Pow(10.0f, db / 20.0f);
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}
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/// <summary>
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/// Map decibel to linear in [0, 2] range.
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/// </summary>
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/// <param name="db">The decibel value to convert</param>
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/// <returns>Converted linear value in [0, 2] range</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DecibelToLinearExtended(float db)
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{
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float tmp = MathF.Log2(DecibelToLinear(db));
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return MathF.Truncate(tmp) + MathF.Pow(2.0f, tmp - MathF.Truncate(tmp));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DegreesToRadians(float degrees)
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{
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