// // Copyright (c) 2019-2021 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); } } }