Misc cleanup (#708)
* Fix typos * Remove unneeded using statements * Enforce var style more * Remove redundant qualifiers * Fix some indentation * Disable naming warnings on files with external enum names * Fix build * Mass find & replace for comments with no spacing * Standardize todo capitalization and for/if spacing
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205 changed files with 1020 additions and 1041 deletions
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@ -16,11 +16,11 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
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{
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class IAudioRenderer : IpcService, IDisposable
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{
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//This is the amount of samples that are going to be appended
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//each time that RequestUpdateAudioRenderer is called. Ideally,
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//this value shouldn't be neither too small (to avoid the player
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//starving due to running out of samples) or too large (to avoid
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//high latency).
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// This is the amount of samples that are going to be appended
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// each time that RequestUpdateAudioRenderer is called. Ideally,
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// this value shouldn't be neither too small (to avoid the player
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// starving due to running out of samples) or too large (to avoid
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// high latency).
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private const int MixBufferSamplesCount = 960;
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private Dictionary<int, ServiceProcessRequest> _commands;
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@ -5,6 +5,6 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
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[StructLayout(LayoutKind.Sequential, Size = 0x70, Pack = 1)]
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struct VoiceChannelResourceIn
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{
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//???
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// ???
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}
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}
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@ -46,7 +46,7 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
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{
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if (_acquired && !newState)
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{
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//Release.
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// Release.
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Reset();
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}
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@ -124,9 +124,9 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
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private void UpdateBuffer(MemoryManager memory)
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{
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//TODO: Implement conversion for formats other
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//than interleaved stereo (2 channels).
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//As of now, it assumes that HostChannelsCount == 2.
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// TODO: Implement conversion for formats other
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// than interleaved stereo (2 channels).
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// As of now, it assumes that HostChannelsCount == 2.
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WaveBuffer wb = WaveBuffers[_bufferIndex];
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if (wb.Position == 0)
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@ -173,9 +173,9 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
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if (SampleRate != AudioConsts.HostSampleRate)
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{
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//TODO: We should keep the frames being discarded (see the 4 below)
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//on a buffer and include it on the next samples buffer, to allow
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//the resampler to do seamless interpolation between wave buffers.
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// TODO: We should keep the frames being discarded (see the 4 below)
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// on a buffer and include it on the next samples buffer, to allow
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// the resampler to do seamless interpolation between wave buffers.
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int samplesCount = _samples.Length / AudioConsts.HostChannelsCount;
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samplesCount = Math.Max(samplesCount - 4, 0);
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