Audio: Keep fixed buffer style consistent

This commit is contained in:
jduncanator 2018-09-06 11:51:19 +10:00
parent 67131caef3
commit 496f01253e

View file

@ -309,7 +309,7 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
{
int[] MixBuffer = new int[MixBufferSamplesCount * AudioConsts.HostChannelsCount];
fixed (int* mixptr = &MixBuffer[0])
fixed (int* mixptr = MixBuffer)
{
foreach (VoiceContext Voice in Voices)
{
@ -339,7 +339,7 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
if(Avx2.IsSupported && Avx.IsSupported)
{
fixed (int* samptr = &Samples[0])
fixed (int* samptr = Samples)
{
// Load our scale factor as a scalar
Vector256<float> volume = Avx.SetAllVector256(Volume);
@ -369,7 +369,7 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
}
else if (Sse2.IsSupported && Sse.IsSupported)
{
fixed (int* samptr = &Samples[0])
fixed (int* samptr = Samples)
{
// Load our scale factor as a scalar
Vector128<float> volume = Sse.SetAllVector128(Volume);
@ -419,8 +419,8 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
// Perform Saturation using SSE2 if supported
if (Sse2.IsSupported)
{
fixed (int* inptr = &Buffer[0])
fixed (short* outptr = &Output[0])
fixed (int* inptr = Buffer)
fixed (short* outptr = Output)
{
for (; Offset + 32 <= Buffer.Length; Offset += 32)
{