// // 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 Ryujinx.Audio.Renderer.Dsp.Effect; using Ryujinx.Audio.Renderer.Parameter.Effect; 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); LowPassZ[0] = 0; } 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; } } }