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); } } } }