mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-18 17:16:39 +00:00
1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
76 lines
No EOL
2.1 KiB
C#
76 lines
No EOL
2.1 KiB
C#
using System.Diagnostics;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp.Effect
|
|
{
|
|
public class DelayLine3d : IDelayLine
|
|
{
|
|
private float[] _workBuffer;
|
|
private uint _sampleRate;
|
|
private uint _currentSampleIndex;
|
|
private uint _lastSampleIndex;
|
|
|
|
public uint CurrentSampleCount { get; private set; }
|
|
public uint SampleCountMax { get; private set; }
|
|
|
|
public DelayLine3d(uint sampleRate, float delayTimeMax)
|
|
{
|
|
_sampleRate = sampleRate;
|
|
SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
|
|
_workBuffer = new float[SampleCountMax + 1];
|
|
|
|
SetDelay(delayTimeMax);
|
|
}
|
|
|
|
private void ConfigureDelay(uint targetSampleCount)
|
|
{
|
|
if (SampleCountMax >= targetSampleCount)
|
|
{
|
|
CurrentSampleCount = targetSampleCount;
|
|
_lastSampleIndex = (_currentSampleIndex + targetSampleCount) % (SampleCountMax + 1);
|
|
}
|
|
}
|
|
|
|
public void SetDelay(float delayTime)
|
|
{
|
|
ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
|
|
}
|
|
|
|
public float Read()
|
|
{
|
|
return _workBuffer[_currentSampleIndex];
|
|
}
|
|
|
|
public float Update(float value)
|
|
{
|
|
Debug.Assert(!float.IsNaN(value) && !float.IsInfinity(value));
|
|
|
|
_workBuffer[_lastSampleIndex++] = value;
|
|
|
|
float output = Read();
|
|
|
|
_currentSampleIndex++;
|
|
|
|
if (_currentSampleIndex >= SampleCountMax)
|
|
{
|
|
_currentSampleIndex = 0;
|
|
}
|
|
|
|
if (_lastSampleIndex >= SampleCountMax)
|
|
{
|
|
_lastSampleIndex = 0;
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
public float TapUnsafe(uint sampleIndex, int offset)
|
|
{
|
|
return IDelayLine.Tap(_workBuffer, (int)_lastSampleIndex, (int)sampleIndex + offset, (int)SampleCountMax + 1);
|
|
}
|
|
|
|
public float Tap(uint sampleIndex)
|
|
{
|
|
return TapUnsafe(sampleIndex, -1);
|
|
}
|
|
}
|
|
} |