// // 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; using System; namespace Ryujinx.Audio.Renderer.Dsp.State { public class Reverb3dState { private readonly float[] FdnDelayMinTimes = new float[4] { 5.0f, 6.0f, 13.0f, 14.0f }; private readonly float[] FdnDelayMaxTimes = new float[4] { 45.704f, 82.782f, 149.94f, 271.58f }; private readonly float[] DecayDelayMaxTimes1 = new float[4] { 17.0f, 13.0f, 9.0f, 7.0f }; private readonly float[] DecayDelayMaxTimes2 = new float[4] { 19.0f, 11.0f, 10.0f, 6.0f }; private readonly float[] EarlyDelayTimes = new float[20] { 0.017136f, 0.059154f, 0.16173f, 0.39019f, 0.42526f, 0.45541f, 0.68974f, 0.74591f, 0.83384f, 0.8595f, 0.0f, 0.075024f, 0.16879f, 0.2999f, 0.33744f, 0.3719f, 0.59901f, 0.71674f, 0.81786f, 0.85166f }; public readonly float[] EarlyGain = new float[20] { 0.67096f, 0.61027f, 1.0f, 0.35680f, 0.68361f, 0.65978f, 0.51939f, 0.24712f, 0.45945f, 0.45021f, 0.64196f, 0.54879f, 0.92925f, 0.38270f, 0.72867f, 0.69794f, 0.5464f, 0.24563f, 0.45214f, 0.44042f }; public IDelayLine[] FdnDelayLines { get; } public DecayDelay[] DecayDelays1 { get; } public DecayDelay[] DecayDelays2 { get; } public IDelayLine PreDelayLine { get; } public IDelayLine BackLeftDelayLine { get; } public float DryGain { get; private set; } public uint[] EarlyDelayTime { get; private set; } public float PreviousPreDelayValue { get; set; } public float PreviousPreDelayGain { get; private set; } public float TargetPreDelayGain { get; private set; } public float EarlyReflectionsGain { get; private set; } public float LateReverbGain { get; private set; } public uint ReflectionDelayTime { get; private set; } public float EchoLateReverbDecay { get; private set; } public float[] DecayDirectFdnGain { get; private set; } public float[] DecayCurrentFdnGain { get; private set; } public float[] DecayCurrentOutputGain { get; private set; } public float[] PreviousFeedbackOutputDecayed { get; private set; } public Reverb3dState(ref Reverb3dParameter parameter, ulong workBuffer) { FdnDelayLines = new IDelayLine[4]; DecayDelays1 = new DecayDelay[4]; DecayDelays2 = new DecayDelay[4]; DecayDirectFdnGain = new float[4]; DecayCurrentFdnGain = new float[4]; DecayCurrentOutputGain = new float[4]; PreviousFeedbackOutputDecayed = new float[4]; uint sampleRate = parameter.SampleRate / 1000; for (int i = 0; i < 4; i++) { FdnDelayLines[i] = new DelayLine3d(sampleRate, FdnDelayMaxTimes[i]); DecayDelays1[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes1[i])); DecayDelays2[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes2[i])); } PreDelayLine = new DelayLine3d(sampleRate, 400); BackLeftDelayLine = new DelayLine3d(sampleRate, 5); UpdateParameter(ref parameter); } public void UpdateParameter(ref Reverb3dParameter parameter) { uint sampleRate = parameter.SampleRate / 1000; EarlyDelayTime = new uint[20]; DryGain = parameter.DryGain; PreviousFeedbackOutputDecayed.AsSpan().Fill(0); PreviousPreDelayValue = 0; EarlyReflectionsGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReflectionsGain, 5000.0f) / 2000.0f); LateReverbGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReverbGain, 5000.0f) / 2000.0f); float highFrequencyRoomGain = FloatingPointHelper.Pow10(parameter.RoomHf / 2000.0f); if (highFrequencyRoomGain < 1.0f) { float tempA = 1.0f - highFrequencyRoomGain; float tempB = 2.0f - ((2.0f * highFrequencyRoomGain) * FloatingPointHelper.Cos(256.0f * parameter.HfReference / parameter.SampleRate)); float tempC = MathF.Sqrt(MathF.Pow(tempB, 2) - (4.0f * (1.0f - highFrequencyRoomGain) * (1.0f - highFrequencyRoomGain))); PreviousPreDelayGain = (tempB - tempC) / (2.0f * tempA); TargetPreDelayGain = 1.0f - PreviousPreDelayGain; } else { PreviousPreDelayGain = 0.0f; TargetPreDelayGain = 1.0f; } ReflectionDelayTime = IDelayLine.GetSampleCount(sampleRate, 1000.0f * (parameter.ReflectionDelay + parameter.ReverbDelayTime)); EchoLateReverbDecay = 0.6f * parameter.Diffusion * 0.01f; for (int i = 0; i < FdnDelayLines.Length; i++) { FdnDelayLines[i].SetDelay(FdnDelayMinTimes[i] + (parameter.Density / 100 * (FdnDelayMaxTimes[i] - FdnDelayMinTimes[i]))); uint tempSampleCount = FdnDelayLines[i].CurrentSampleCount + DecayDelays1[i].CurrentSampleCount + DecayDelays2[i].CurrentSampleCount; float tempA = (-60.0f * tempSampleCount) / (parameter.DecayTime * parameter.SampleRate); float tempB = tempA / parameter.HfDecayRatio; float tempC = FloatingPointHelper.Cos(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate) / FloatingPointHelper.Sin(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate); float tempD = FloatingPointHelper.Pow10((tempB - tempA) / 40.0f); float tempE = FloatingPointHelper.Pow10((tempB + tempA) / 40.0f) * 0.7071f; DecayDirectFdnGain[i] = tempE * ((tempD * tempC) + 1.0f) / (tempC + tempD); DecayCurrentFdnGain[i] = tempE * (1.0f - (tempD * tempC)) / (tempC + tempD); DecayCurrentOutputGain[i] = (tempC - tempD) / (tempC + tempD); DecayDelays1[i].SetDecayRate(EchoLateReverbDecay); DecayDelays2[i].SetDecayRate(EchoLateReverbDecay * -0.9f); } for (int i = 0; i < EarlyDelayTime.Length; i++) { uint sampleCount = Math.Min(IDelayLine.GetSampleCount(sampleRate, (parameter.ReflectionDelay * 1000.0f) + (EarlyDelayTimes[i] * 1000.0f * ((parameter.ReverbDelayTime * 0.9998f) + 0.02f))), PreDelayLine.SampleCountMax); EarlyDelayTime[i] = sampleCount; } } } }