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Avoid constantly signalling audren DSP done event
This was causing a significant amount of sched thrashing and pinning a core to 100% as games constantly updated audren, now change it to only signal on buffer release.
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@ -7,7 +7,7 @@
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namespace skyline::service::audio::IAudioRenderer {
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IAudioRenderer::IAudioRenderer(const DeviceState &state, ServiceManager &manager, AudioRendererParameters ¶meters)
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: systemEvent(std::make_shared<type::KEvent>(state, true)), parameters(parameters), BaseService(state, manager) {
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track = state.audio->OpenTrack(constant::ChannelCount, constant::SampleRate, []() {});
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track = state.audio->OpenTrack(constant::ChannelCount, constant::SampleRate, [&]() {systemEvent->Signal();});
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track->Start();
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memoryPools.resize(parameters.effectCount + parameters.voiceCount * 4);
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@ -69,7 +69,6 @@ namespace skyline::service::audio::IAudioRenderer {
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effects[i].ProcessInput(effectsIn[i]);
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UpdateAudio();
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systemEvent->Signal();
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UpdateDataHeader outputHeader{
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.revision = constant::RevMagic,
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