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<title>yuzu/src/audio_core/audio_renderer.cpp, branch main</title>
<subtitle>Nintendo Switch emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/'/>
<entry>
<title>Project Andio</title>
<updated>2022-07-22T00:11:32+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2022-07-16T22:48:45+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=458da8a94877677f086f06cdeecf959ec4283a33'/>
<id>458da8a94877677f086f06cdeecf959ec4283a33</id>
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</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Rework CoreTiming</title>
<updated>2022-07-10T05:59:40+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2022-07-10T05:59:40+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=240650f6a6336df8d3eb11b410cdcd332d8ad562'/>
<id>240650f6a6336df8d3eb11b410cdcd332d8ad562</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>core: Replace all instances of ResultCode with Result</title>
<updated>2022-06-27T01:21:37+00:00</updated>
<author>
<name>german77</name>
<email>juangerman-13@hotmail.com</email>
</author>
<published>2022-06-26T03:44:19+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=a7d9be13840acd65d0d684666390758ede72c826'/>
<id>a7d9be13840acd65d0d684666390758ede72c826</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>general: Convert source file copyright comments over to SPDX</title>
<updated>2022-04-23T09:55:32+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2022-04-23T08:59:50+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=99ceb03a1cfcf35968cab589ea188a8c406cda52'/>
<id>99ceb03a1cfcf35968cab589ea188a8c406cda52</id>
<content type='text'>
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
</content>
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<pre>
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
</pre>
</div>
</content>
</entry>
<entry>
<title>audio_core: Preserve front channel volume after 6 to 2 downmix</title>
<updated>2021-07-08T16:07:23+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2021-07-07T13:56:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=7636fefb715492960545f5b921b0714ae261f2f6'/>
<id>7636fefb715492960545f5b921b0714ae261f2f6</id>
<content type='text'>
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.
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<pre>
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.
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix XC2/VOEZ crashing, add audio looping and a few misc fixes</title>
<updated>2021-07-01T05:01:01+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2021-06-26T22:04:40+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=b455043e45737345fe73d118947db1684bd248ea'/>
<id>b455043e45737345fe73d118947db1684bd248ea</id>
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</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
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</entry>
<entry>
<title>Decouple audio processing and run at variable rate</title>
<updated>2021-06-27T14:58:07+00:00</updated>
<author>
<name>Kelebek1</name>
<email>eeeedddccc@hotmail.co.uk</email>
</author>
<published>2021-06-20T14:23:16+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=0857d6a3dbcaeb30b51326419fb56d9b543601f1'/>
<id>0857d6a3dbcaeb30b51326419fb56d9b543601f1</id>
<content type='text'>
Currently, processing of audio samples is called from AudioRenderer's Update method, using a fixed 4 buffers to process the given samples. Games call Update at variable rates, depending on framerate and/or sample count, which causes inconsistency in audio processing. From what I've seen, 60 FPS games update every ~0.004s, but 30 FPS/160 sample games update somewhere between 0.02 and 0.04, 5-10x slower. Not enough samples get fed to the backend, leading to a lot of audio skipping.

This PR seeks to address this by de-coupling the audio consumption and the audio update. Update remains the same without calling for buffer queuing, and the consume now schedules itself to run based on the sample rate and count.
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Currently, processing of audio samples is called from AudioRenderer's Update method, using a fixed 4 buffers to process the given samples. Games call Update at variable rates, depending on framerate and/or sample count, which causes inconsistency in audio processing. From what I've seen, 60 FPS games update every ~0.004s, but 30 FPS/160 sample games update somewhere between 0.02 and 0.04, 5-10x slower. Not enough samples get fed to the backend, leading to a lot of audio skipping.

This PR seeks to address this by de-coupling the audio consumption and the audio update. Update remains the same without calling for buffer queuing, and the consume now schedules itself to run based on the sample rate and count.
</pre>
</div>
</content>
</entry>
<entry>
<title>general: Replace RESULT_SUCCESS with ResultSuccess</title>
<updated>2021-06-02T04:39:27+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2021-05-21T05:05:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=12c1766997f2596b4b1b1a6a411e4f6d56605ee7'/>
<id>12c1766997f2596b4b1b1a6a411e4f6d56605ee7</id>
<content type='text'>
Transition to PascalCase for result names.
</content>
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<pre>
Transition to PascalCase for result names.
</pre>
</div>
</content>
</entry>
<entry>
<title>common: Move settings to common from core.</title>
<updated>2021-04-14T23:24:03+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2021-04-14T23:07:40+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=a4c6712a4be249bf668df7f0ff83a0a5236283b2'/>
<id>a4c6712a4be249bf668df7f0ff83a0a5236283b2</id>
<content type='text'>
- Removes a dependency on core and input_common from common.
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- Removes a dependency on core and input_common from common.
</pre>
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</content>
</entry>
<entry>
<title>hle: service: Acquire and release a lock on requests.</title>
<updated>2020-12-29T05:33:34+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2020-12-29T02:23:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/yuzu/commit/?id=7d77a3f88f7a1e68d9846ca7c69cce051d1a33d2'/>
<id>7d77a3f88f7a1e68d9846ca7c69cce051d1a33d2</id>
<content type='text'>
- This makes it such that we can safely access service members from CoreTiming thread.
</content>
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<pre>
- This makes it such that we can safely access service members from CoreTiming thread.
</pre>
</div>
</content>
</entry>
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