mirror of
https://github.com/GreemDev/Ryujinx
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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.
56 lines
No EOL
1.7 KiB
C#
56 lines
No EOL
1.7 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class VolumeRampCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.VolumeRamp;
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public ulong EstimatedProcessingTime { get; set; }
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public ushort InputBufferIndex { get; }
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public ushort OutputBufferIndex { get; }
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public float Volume0 { get; }
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public float Volume1 { get; }
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public VolumeRampCommand(float volume0, float volume1, uint bufferIndex, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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InputBufferIndex = (ushort)bufferIndex;
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OutputBufferIndex = (ushort)bufferIndex;
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Volume0 = volume0;
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Volume1 = volume1;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessVolumeRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
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{
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float ramp = (Volume1 - Volume0) / sampleCount;
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float volume = Volume0;
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for (int i = 0; i < sampleCount; i++)
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{
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outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
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volume += ramp;
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}
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}
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public void Process(CommandList context)
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{
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ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
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Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
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ProcessVolumeRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
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}
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}
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} |