using System; using System.Runtime.CompilerServices; namespace Ryujinx.Audio.Renderer.Dsp.Command { public class VolumeRampCommand : ICommand { public bool Enabled { get; set; } public int NodeId { get; } public CommandType CommandType => CommandType.VolumeRamp; public uint EstimatedProcessingTime { get; set; } public ushort InputBufferIndex { get; } public ushort OutputBufferIndex { get; } public float Volume0 { get; } public float Volume1 { get; } public VolumeRampCommand(float volume0, float volume1, uint bufferIndex, int nodeId) { Enabled = true; NodeId = nodeId; InputBufferIndex = (ushort)bufferIndex; OutputBufferIndex = (ushort)bufferIndex; Volume0 = volume0; Volume1 = volume1; } [MethodImpl(MethodImplOptions.AggressiveInlining)] private void ProcessVolumeRamp(Span outputBuffer, ReadOnlySpan inputBuffer, int sampleCount) { float ramp = (Volume1 - Volume0) / sampleCount; float volume = Volume0; for (int i = 0; i < sampleCount; i++) { outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume); volume += ramp; } } public void Process(CommandList context) { ReadOnlySpan inputBuffer = context.GetBuffer(InputBufferIndex); Span outputBuffer = context.GetBuffer(OutputBufferIndex); ProcessVolumeRamp(outputBuffer, inputBuffer, (int)context.SampleCount); } } }