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a389dd59bd
* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
277 lines
9.0 KiB
C#
277 lines
9.0 KiB
C#
//
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// Copyright (c) 2019-2020 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Server.Splitter;
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using Ryujinx.Audio.Renderer.Utils;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server.Mix
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{
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/// <summary>
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/// Mix context.
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/// </summary>
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public class MixContext
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{
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/// <summary>
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/// The total mix count.
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/// </summary>
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private uint _mixesCount;
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/// <summary>
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/// Storage for <see cref="MixState"/>.
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/// </summary>
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private Memory<MixState> _mixes;
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/// <summary>
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/// Storage of the sorted indices to <see cref="MixState"/>.
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/// </summary>
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private Memory<int> _sortedMixes;
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/// <summary>
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/// Graph state.
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/// </summary>
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public NodeStates NodeStates { get; }
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/// <summary>
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/// The instance of the adjacent matrix.
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/// </summary>
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public EdgeMatrix EdgeMatrix { get; }
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/// <summary>
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/// Create a new instance of <see cref="MixContext"/>.
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/// </summary>
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public MixContext()
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{
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NodeStates = new NodeStates();
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EdgeMatrix = new EdgeMatrix();
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}
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/// <summary>
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/// Initialize the <see cref="MixContext"/>.
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/// </summary>
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/// <param name="sortedMixes">The storage for sorted indices.</param>
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/// <param name="mixes">The storage of <see cref="MixState"/>.</param>
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/// <param name="nodeStatesWorkBuffer">The storage used for the <see cref="NodeStates"/>.</param>
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/// <param name="edgeMatrixWorkBuffer">The storage used for the <see cref="EdgeMatrix"/>.</param>
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public void Initialize(Memory<int> sortedMixes, Memory<MixState> mixes, Memory<byte> nodeStatesWorkBuffer, Memory<byte> edgeMatrixWorkBuffer)
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{
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_mixesCount = (uint)mixes.Length;
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_mixes = mixes;
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_sortedMixes = sortedMixes;
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if (!nodeStatesWorkBuffer.IsEmpty && !edgeMatrixWorkBuffer.IsEmpty)
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{
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NodeStates.Initialize(nodeStatesWorkBuffer, mixes.Length);
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EdgeMatrix.Initialize(edgeMatrixWorkBuffer, mixes.Length);
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}
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int sortedId = 0;
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for (int i = 0; i < _mixes.Length; i++)
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{
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SetSortedState(sortedId++, i);
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}
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}
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/// <summary>
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/// Associate the given <paramref name="targetIndex"/> to a given <paramref cref="id"/>.
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/// </summary>
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/// <param name="id">The sorted id.</param>
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/// <param name="targetIndex">The index to associate.</param>
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private void SetSortedState(int id, int targetIndex)
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{
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_sortedMixes.Span[id] = targetIndex;
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}
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/// <summary>
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/// Get a reference to the final <see cref="MixState"/>.
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/// </summary>
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/// <returns>A reference to the final <see cref="MixState"/>.</returns>
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public ref MixState GetFinalState()
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{
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return ref GetState(RendererConstants.FinalMixId);
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}
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/// <summary>
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/// Get a reference to a <see cref="MixState"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="MixState"/> at the given <paramref name="id"/>.</returns>
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public ref MixState GetState(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_mixes, id, _mixesCount);
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}
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/// <summary>
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/// Get a reference to a <see cref="MixState"/> at the given <paramref name="id"/> of the sorted mix info.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="MixState"/> at the given <paramref name="id"/>.</returns>
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public ref MixState GetSortedState(int id)
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{
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Debug.Assert(id >= 0 && id < _mixesCount);
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return ref GetState(_sortedMixes.Span[id]);
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}
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/// <summary>
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/// Get the total mix count.
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/// </summary>
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/// <returns>The total mix count.</returns>
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public uint GetCount()
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{
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return _mixesCount;
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}
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/// <summary>
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/// Update the internal distance from the final mix value of every <see cref="MixState"/>.
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/// </summary>
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private void UpdateDistancesFromFinalMix()
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{
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foreach (ref MixState mix in _mixes.Span)
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{
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mix.ClearDistanceFromFinalMix();
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}
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for (int i = 0; i < GetCount(); i++)
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{
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ref MixState mix = ref GetState(i);
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SetSortedState(i, i);
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if (mix.IsUsed)
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{
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uint distance;
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if (mix.MixId != RendererConstants.FinalMixId)
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{
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int mixId = mix.MixId;
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for (distance = 0; distance < GetCount(); distance++)
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{
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if (mixId == RendererConstants.UnusedMixId)
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{
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distance = MixState.InvalidDistanceFromFinalMix;
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break;
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}
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ref MixState distanceMix = ref GetState(mixId);
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if (distanceMix.DistanceFromFinalMix != MixState.InvalidDistanceFromFinalMix)
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{
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distance = distanceMix.DistanceFromFinalMix + 1;
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break;
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}
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mixId = distanceMix.DestinationMixId;
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if (mixId == RendererConstants.FinalMixId)
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{
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break;
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}
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}
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if (distance > GetCount())
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{
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distance = MixState.InvalidDistanceFromFinalMix;
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}
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}
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else
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{
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distance = MixState.InvalidDistanceFromFinalMix;
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}
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mix.DistanceFromFinalMix = distance;
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}
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}
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}
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/// <summary>
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/// Update the internal mix buffer offset of all <see cref="MixState"/>.
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/// </summary>
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private void UpdateMixBufferOffset()
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{
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uint offset = 0;
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foreach (ref MixState mix in _mixes.Span)
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{
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mix.BufferOffset = offset;
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offset += mix.BufferCount;
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}
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}
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/// <summary>
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/// Sort the mixes using distance from the final mix.
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/// </summary>
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public void Sort()
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{
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UpdateDistancesFromFinalMix();
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int[] sortedMixesTemp = _sortedMixes.Slice(0, (int)GetCount()).ToArray();
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Array.Sort(sortedMixesTemp, (a, b) =>
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{
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ref MixState stateA = ref GetState(a);
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ref MixState stateB = ref GetState(b);
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return stateB.DistanceFromFinalMix.CompareTo(stateA.DistanceFromFinalMix);
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});
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sortedMixesTemp.AsSpan().CopyTo(_sortedMixes.Span);
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UpdateMixBufferOffset();
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}
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/// <summary>
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/// Sort the mixes and splitters using an adjacency matrix.
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/// </summary>
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/// <param name="splitterContext">The <see cref="SplitterContext"/> used.</param>
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/// <returns>Return true, if no errors in the graph were detected.</returns>
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public bool Sort(SplitterContext splitterContext)
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{
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if (splitterContext.UsingSplitter())
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{
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bool isValid = NodeStates.Sort(EdgeMatrix);
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if (isValid)
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{
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ReadOnlySpan<int> sortedMixesIndex = NodeStates.GetTsortResult();
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int id = 0;
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for (int i = sortedMixesIndex.Length - 1; i >= 0; i--)
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{
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SetSortedState(id++, sortedMixesIndex[i]);
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}
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UpdateMixBufferOffset();
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}
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return isValid;
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}
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else
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{
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UpdateMixBufferOffset();
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return true;
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}
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}
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}
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}
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