mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-05 02:32:01 +00:00
74 lines
2.8 KiB
C#
74 lines
2.8 KiB
C#
|
//
|
||
|
// Copyright (c) 2019-2020 Ryujinx
|
||
|
//
|
||
|
// This program is free software: you can redistribute it and/or modify
|
||
|
// it under the terms of the GNU Lesser General Public License as published by
|
||
|
// the Free Software Foundation, either version 3 of the License, or
|
||
|
// (at your option) any later version.
|
||
|
//
|
||
|
// This program is distributed in the hope that it will be useful,
|
||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
// GNU Lesser General Public License for more details.
|
||
|
//
|
||
|
// You should have received a copy of the GNU Lesser General Public License
|
||
|
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||
|
//
|
||
|
|
||
|
using Ryujinx.Audio.Renderer.Dsp.Effect;
|
||
|
using Ryujinx.Audio.Renderer.Parameter.Effect;
|
||
|
|
||
|
namespace Ryujinx.Audio.Renderer.Dsp.State
|
||
|
{
|
||
|
public class DelayState
|
||
|
{
|
||
|
public DelayLine[] DelayLines { get; }
|
||
|
public float[] LowPassZ { get; set; }
|
||
|
public float FeedbackGain { get; private set; }
|
||
|
public float DelayFeedbackBaseGain { get; private set; }
|
||
|
public float DelayFeedbackCrossGain { get; private set; }
|
||
|
public float LowPassFeedbackGain { get; private set; }
|
||
|
public float LowPassBaseGain { get; private set; }
|
||
|
|
||
|
private const int FixedPointPrecision = 14;
|
||
|
|
||
|
public DelayState(ref DelayParameter parameter, ulong workBuffer)
|
||
|
{
|
||
|
DelayLines = new DelayLine[parameter.ChannelCount];
|
||
|
LowPassZ = new float[parameter.ChannelCount];
|
||
|
|
||
|
uint sampleRate = (uint)FixedPointHelper.ToInt(parameter.SampleRate, FixedPointPrecision) / 1000;
|
||
|
|
||
|
for (int i = 0; i < DelayLines.Length; i++)
|
||
|
{
|
||
|
DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax);
|
||
|
DelayLines[i].SetDelay(parameter.DelayTime);
|
||
|
LowPassZ[0] = 0;
|
||
|
}
|
||
|
|
||
|
UpdateParameter(ref parameter);
|
||
|
}
|
||
|
|
||
|
public void UpdateParameter(ref DelayParameter parameter)
|
||
|
{
|
||
|
FeedbackGain = FixedPointHelper.ToFloat(parameter.FeedbackGain, FixedPointPrecision) * 0.98f;
|
||
|
|
||
|
float channelSpread = FixedPointHelper.ToFloat(parameter.ChannelSpread, FixedPointPrecision);
|
||
|
|
||
|
DelayFeedbackBaseGain = (1.0f - channelSpread) * FeedbackGain;
|
||
|
|
||
|
if (parameter.ChannelCount == 4 || parameter.ChannelCount == 6)
|
||
|
{
|
||
|
DelayFeedbackCrossGain = channelSpread * 0.5f * FeedbackGain;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DelayFeedbackCrossGain = channelSpread * FeedbackGain;
|
||
|
}
|
||
|
|
||
|
LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision);
|
||
|
LowPassBaseGain = 1.0f - LowPassFeedbackGain;
|
||
|
}
|
||
|
}
|
||
|
}
|