//
// Copyright (c) 2019-2020 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see .
//
using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public interface IDelayLine
{
uint CurrentSampleCount { get; }
uint SampleCountMax { get; }
void SetDelay(float delayTime);
float Read();
float Update(float value);
float TapUnsafe(uint sampleIndex, int offset);
float Tap(uint sampleIndex);
public static float Tap(Span workBuffer, int baseIndex, int sampleIndex, int delaySampleCount)
{
int targetIndex = baseIndex - sampleIndex;
if (targetIndex < 0)
{
targetIndex += delaySampleCount;
}
return workBuffer[targetIndex];
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint GetSampleCount(uint sampleRate, float delayTime)
{
return (uint)MathF.Round(sampleRate * delayTime);
}
}
}