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<title>eglantine-cirakg/src/audio_core/sink_context.cpp, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2022-07-22T00:11:32+00:00</updated>
<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>
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<id>urn:sha1:be1f5f1d9f13fc7960c2003c5459b3c85713b5f0</id>
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</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>
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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>
</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>
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<id>urn:sha1:0a4e300431371a656049ab7b17217e44684c3c6a</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.
</content>
</entry>
<entry>
<title>audio_core: Make shadowing and unused parameters errors</title>
<updated>2020-12-03T05:54:31+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-11-25T20:21:03+00:00</published>
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<id>urn:sha1:29db886722f4bebe4ada7c38390a49b3c861c38d</id>
<content type='text'>
Moves the audio code closer to enabling warnings as errors in general.
</content>
</entry>
<entry>
<title>Addressed changes</title>
<updated>2020-11-17T04:40:19+00:00</updated>
<author>
<name>Chloe Marcec</name>
<email>dmarcecguzman@gmail.com</email>
</author>
<published>2020-11-17T04:40:19+00:00</published>
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</content>
</entry>
<entry>
<title>audren: Make use of nodiscard, rework downmixing, release all buffers</title>
<updated>2020-11-17T03:14:29+00:00</updated>
<author>
<name>Chloe Marcec</name>
<email>dmarcecguzman@gmail.com</email>
</author>
<published>2020-11-17T03:14:29+00:00</published>
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<id>urn:sha1:a894cf51696dbe745d2b67fcdb68b5ee63dd5763</id>
<content type='text'>
Preliminary work for upmixing &amp; general cleanup. Fixes basic issues in games such as Shovel Knight and slightly improves the LEGO games. Upmixing stitll needs to be implemented.

Audio levels in a few games will be fixed as we now use the downmix coefficients when possible instead of supplying our own
</content>
</entry>
<entry>
<title>Revert "core: Fix clang build"</title>
<updated>2020-10-21T02:07:39+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2020-10-21T02:07:39+00:00</published>
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</entry>
<entry>
<title>core: Fix clang build</title>
<updated>2020-10-17T23:50:39+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-10-15T18:49:45+00:00</published>
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<content type='text'>
Recent changes to the build system that made more warnings be flagged as
errors caused building via clang to break.

Fixes #4795
</content>
</entry>
<entry>
<title>audio_core: Apollo Part 1, AudioRenderer refactor</title>
<updated>2020-07-25T02:39:34+00:00</updated>
<author>
<name>David Marcec</name>
<email>dmarcecguzman@gmail.com</email>
</author>
<published>2020-07-12T11:59:14+00:00</published>
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