mirror of
https://github.com/GreemDev/Ryujinx
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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;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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public class DelayState
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{
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public DelayLine[] DelayLines { get; }
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public float[] LowPassZ { get; set; }
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public float FeedbackGain { get; private set; }
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public float DelayFeedbackBaseGain { get; private set; }
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public float DelayFeedbackCrossGain { get; private set; }
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public float LowPassFeedbackGain { get; private set; }
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public float LowPassBaseGain { get; private set; }
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private const int FixedPointPrecision = 14;
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public DelayState(ref DelayParameter parameter, ulong workBuffer)
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{
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DelayLines = new DelayLine[parameter.ChannelCount];
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LowPassZ = new float[parameter.ChannelCount];
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uint sampleRate = (uint)FixedPointHelper.ToInt(parameter.SampleRate, FixedPointPrecision) / 1000;
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for (int i = 0; i < DelayLines.Length; i++)
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{
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DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax);
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DelayLines[i].SetDelay(parameter.DelayTime);
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}
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UpdateParameter(ref parameter);
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}
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public void UpdateParameter(ref DelayParameter parameter)
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{
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FeedbackGain = FixedPointHelper.ToFloat(parameter.FeedbackGain, FixedPointPrecision) * 0.98f;
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float channelSpread = FixedPointHelper.ToFloat(parameter.ChannelSpread, FixedPointPrecision);
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DelayFeedbackBaseGain = (1.0f - channelSpread) * FeedbackGain;
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if (parameter.ChannelCount == 4 || parameter.ChannelCount == 6)
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{
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DelayFeedbackCrossGain = channelSpread * 0.5f * FeedbackGain;
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}
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else
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{
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DelayFeedbackCrossGain = channelSpread * FeedbackGain;
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}
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LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision);
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LowPassBaseGain = 1.0f - LowPassFeedbackGain;
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}
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public void UpdateLowPassFilter(ref float tempRawRef, uint channelCount)
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{
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for (int i = 0; i < channelCount; i++)
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{
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float lowPassResult = LowPassFeedbackGain * LowPassZ[i] + Unsafe.Add(ref tempRawRef, i) * LowPassBaseGain;
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LowPassZ[i] = lowPassResult;
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DelayLines[i].Update(lowPassResult);
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}
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}
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}
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}
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