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cellAudioOut: properly implement downMixer
If the PS3 downMixer is enabled, the game uses 8 channel input and 2 or 6 channel output
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8 changed files with 54 additions and 43 deletions
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@ -211,6 +211,7 @@ struct cell_audio_config
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std::shared_ptr<AudioBackend> backend = nullptr;
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AudioChannelCnt audio_downmix = AudioChannelCnt::SURROUND_7_1;
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u32 audio_channels = 0;
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u32 audio_sampling_rate = 0;
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u32 audio_block_period = 0;
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@ -349,7 +350,7 @@ private:
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void advance(u64 timestamp);
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std::tuple<u32, u32, u32, u32> count_port_buffer_tags();
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template <AudioChannelCnt downmix>
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void mix(float *out_buffer, s32 offset = 0);
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void mix(float* out_buffer, s32 offset = 0);
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void finish_port_volume_stepping();
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constexpr static u64 get_thread_wait_delay(u64 time_left)
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