mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-22 12:12:07 +00:00
4c2ab880ef
* Ryujinx.Audio: Remove BOM from files * misc: Relicense Ryujinx.Audio under the terms of the MIT license With the approvals of all the Ryujinx.Audio contributors, this commit changes Ryujinx.Audio license from LGPLv3 to MIT.
67 lines
2.5 KiB
C#
67 lines
2.5 KiB
C#
using Ryujinx.Audio.Renderer.Dsp.Effect;
|
|
using Ryujinx.Audio.Renderer.Parameter.Effect;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
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);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
public void UpdateLowPassFilter(ref float tempRawRef, uint channelCount)
|
|
{
|
|
for (int i = 0; i < channelCount; i++)
|
|
{
|
|
float lowPassResult = LowPassFeedbackGain * LowPassZ[i] + Unsafe.Add(ref tempRawRef, i) * LowPassBaseGain;
|
|
|
|
LowPassZ[i] = lowPassResult;
|
|
DelayLines[i].Update(lowPassResult);
|
|
}
|
|
}
|
|
}
|
|
}
|