mirror of
https://github.com/Ryujinx/Ryujinx.git
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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.
204 lines
No EOL
8 KiB
C#
204 lines
No EOL
8 KiB
C#
using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Dsp.Effect;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using System;
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namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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public class ReverbState
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{
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private static readonly float[] FdnDelayTimes = new float[20]
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{
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// Room
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53.953247f, 79.192566f, 116.238770f, 130.615295f,
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// Hall
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53.953247f, 79.192566f, 116.238770f, 170.615295f,
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// Plate
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5f, 10f, 5f, 10f,
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// Cathedral
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47.03f, 71f, 103f, 170f,
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// Max delay (Hall is the one with the highest values so identical to Hall)
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53.953247f, 79.192566f, 116.238770f, 170.615295f,
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};
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private static readonly float[] DecayDelayTimes = new float[20]
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{
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// Room
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7f, 9f, 13f, 17f,
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// Hall
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7f, 9f, 13f, 17f,
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// Plate (no decay)
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1f, 1f, 1f, 1f,
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// Cathedral
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7f, 7f, 13f, 9f,
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// Max delay (Hall is the one with the highest values so identical to Hall)
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7f, 9f, 13f, 17f,
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};
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private static readonly float[] EarlyDelayTimes = new float[50]
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{
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// Room
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0.0f, 3.5f, 2.8f, 3.9f, 2.7f, 13.4f, 7.9f, 8.4f, 9.9f, 12.0f,
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// Chamber
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0.0f, 11.8f, 5.5f, 11.2f, 10.4f, 38.1f, 22.2f, 29.6f, 21.2f, 24.8f,
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// Hall
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0.0f, 41.5f, 20.5f, 41.3f, 0.0f, 29.5f, 33.8f, 45.2f, 46.8f, 0.0f,
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// Cathedral
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33.1f, 43.3f, 22.8f, 37.9f, 14.9f, 35.3f, 17.9f, 34.2f, 0.0f, 43.3f,
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// Disabled
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
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};
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private static readonly float[] EarlyGainBase = new float[50]
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{
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// Room
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0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f,
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// Chamber
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0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f, 0.68f, 0.68f,
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// Hall
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0.50f, 0.70f, 0.70f, 0.68f, 0.50f, 0.68f, 0.68f, 0.70f, 0.68f, 0.00f,
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// Cathedral
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0.93f, 0.92f, 0.87f, 0.86f, 0.94f, 0.81f, 0.80f, 0.77f, 0.76f, 0.65f,
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// Disabled
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0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f
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};
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private static readonly float[] PreDelayTimes = new float[5]
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{
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// Room
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12.5f,
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// Chamber
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40.0f,
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// Hall
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50.0f,
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// Cathedral
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50.0f,
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// Disabled
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0.0f
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};
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public DelayLine[] FdnDelayLines { get; }
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public DecayDelay[] DecayDelays { get; }
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public DelayLine PreDelayLine { get; }
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public DelayLine FrontCenterDelayLine { get; }
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public uint[] EarlyDelayTime { get; }
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public float[] EarlyGain { get; }
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public uint PreDelayLineDelayTime { get; private set; }
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public float[] HighFrequencyDecayDirectGain { get; }
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public float[] HighFrequencyDecayPreviousGain { get; }
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public float[] PreviousFeedbackOutput { get; }
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public const int EarlyModeCount = 10;
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private const int FixedPointPrecision = 14;
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private ReadOnlySpan<float> GetFdnDelayTimesByLateMode(ReverbLateMode lateMode)
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{
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return FdnDelayTimes.AsSpan((int)lateMode * 4, 4);
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}
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private ReadOnlySpan<float> GetDecayDelayTimesByLateMode(ReverbLateMode lateMode)
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{
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return DecayDelayTimes.AsSpan((int)lateMode * 4, 4);
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}
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public ReverbState(ref ReverbParameter parameter, ulong workBuffer, bool isLongSizePreDelaySupported)
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{
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FdnDelayLines = new DelayLine[4];
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DecayDelays = new DecayDelay[4];
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EarlyDelayTime = new uint[EarlyModeCount];
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EarlyGain = new float[EarlyModeCount];
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HighFrequencyDecayDirectGain = new float[4];
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HighFrequencyDecayPreviousGain = new float[4];
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PreviousFeedbackOutput = new float[4];
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ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(ReverbLateMode.Limit);
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ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(ReverbLateMode.Limit);
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uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
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for (int i = 0; i < 4; i++)
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{
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FdnDelayLines[i] = new DelayLine(sampleRate, fdnDelayTimes[i]);
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DecayDelays[i] = new DecayDelay(new DelayLine(sampleRate, decayDelayTimes[i]));
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}
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float preDelayTimeMax = 150.0f;
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if (isLongSizePreDelaySupported)
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{
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preDelayTimeMax = 350.0f;
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}
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PreDelayLine = new DelayLine(sampleRate, preDelayTimeMax);
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FrontCenterDelayLine = new DelayLine(sampleRate, 5.0f);
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UpdateParameter(ref parameter);
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}
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public void UpdateParameter(ref ReverbParameter parameter)
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{
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uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
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float preDelayTimeInMilliseconds = FixedPointHelper.ToFloat(parameter.PreDelayTime, FixedPointPrecision);
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float earlyGain = FixedPointHelper.ToFloat(parameter.EarlyGain, FixedPointPrecision);
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float coloration = FixedPointHelper.ToFloat(parameter.Coloration, FixedPointPrecision);
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float decayTime = FixedPointHelper.ToFloat(parameter.DecayTime, FixedPointPrecision);
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for (int i = 0; i < 10; i++)
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{
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EarlyDelayTime[i] = Math.Min(IDelayLine.GetSampleCount(sampleRate, EarlyDelayTimes[i] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax) + 1;
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EarlyGain[i] = EarlyGainBase[i] * earlyGain;
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}
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if (parameter.ChannelCount == 2)
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{
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EarlyGain[4] = EarlyGain[4] * 0.5f;
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EarlyGain[5] = EarlyGain[5] * 0.5f;
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}
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PreDelayLineDelayTime = Math.Min(IDelayLine.GetSampleCount(sampleRate, PreDelayTimes[(int)parameter.EarlyMode] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax);
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ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(parameter.LateMode);
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ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(parameter.LateMode);
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float highFrequencyDecayRatio = FixedPointHelper.ToFloat(parameter.HighFrequencyDecayRatio, FixedPointPrecision);
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float highFrequencyUnknownValue = FloatingPointHelper.Cos(1280.0f / sampleRate);
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for (int i = 0; i < 4; i++)
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{
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FdnDelayLines[i].SetDelay(fdnDelayTimes[i]);
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DecayDelays[i].SetDelay(decayDelayTimes[i]);
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float tempA = -3 * (DecayDelays[i].CurrentSampleCount + FdnDelayLines[i].CurrentSampleCount);
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float tempB = tempA / (decayTime * sampleRate);
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float tempC;
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float tempD;
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if (highFrequencyDecayRatio < 0.995f)
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{
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float tempE = FloatingPointHelper.Pow10((((1.0f / highFrequencyDecayRatio) - 1.0f) * 2) / 100 * (tempB / 10));
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float tempF = 1.0f - tempE;
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float tempG = 2.0f - (tempE * 2 * highFrequencyUnknownValue);
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float tempH = MathF.Sqrt((tempG * tempG) - (tempF * tempF * 4));
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tempC = (tempG - tempH) / (tempF * 2);
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tempD = 1.0f - tempC;
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}
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else
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{
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// no high frequency decay ratio
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tempC = 0.0f;
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tempD = 1.0f;
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}
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HighFrequencyDecayDirectGain[i] = FloatingPointHelper.Pow10(tempB / 1000) * tempD * 0.7071f;
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HighFrequencyDecayPreviousGain[i] = tempC;
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PreviousFeedbackOutput[i] = 0.0f;
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DecayDelays[i].SetDecayRate(0.6f * (1.0f - coloration));
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}
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}
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}
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} |