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