diff --git a/src/Ryujinx.Audio/Renderer/Dsp/AudioProcessor.cs b/src/Ryujinx.Audio/Renderer/Dsp/AudioProcessor.cs index 7bd0443c2e..899c2ef97d 100644 --- a/src/Ryujinx.Audio/Renderer/Dsp/AudioProcessor.cs +++ b/src/Ryujinx.Audio/Renderer/Dsp/AudioProcessor.cs @@ -65,9 +65,7 @@ namespace Ryujinx.Audio.Renderer.Dsp { OutputDevices = new IHardwareDevice[Constants.AudioRendererSessionCountMax]; - // TODO: Before enabling this, we need up-mixing from stereo to 5.1. - // uint channelCount = GetHardwareChannelCount(deviceDriver); - uint channelCount = 2; + uint channelCount = GetHardwareChannelCount(deviceDriver); for (int i = 0; i < OutputDevices.Length; i++) { diff --git a/src/Ryujinx.Audio/Renderer/Dsp/Command/DeviceSinkCommand.cs b/src/Ryujinx.Audio/Renderer/Dsp/Command/DeviceSinkCommand.cs index 9c88a4e7f4..27bb34bf3e 100644 --- a/src/Ryujinx.Audio/Renderer/Dsp/Command/DeviceSinkCommand.cs +++ b/src/Ryujinx.Audio/Renderer/Dsp/Command/DeviceSinkCommand.cs @@ -67,7 +67,19 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command const int sampleCount = Constants.TargetSampleCount; - short[] outputBuffer = new short[bufferCount * sampleCount]; + uint inputCount; + + // In case of upmixing to 5.1, we allocate the right amount. + if (bufferCount != channelCount && channelCount == 6) + { + inputCount = (uint)channelCount; + } + else + { + inputCount = bufferCount; + } + + short[] outputBuffer = new short[inputCount * sampleCount]; for (int i = 0; i < bufferCount; i++) { @@ -79,7 +91,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command } } - device.AppendBuffer(outputBuffer, InputCount); + device.AppendBuffer(outputBuffer, inputCount); } else {