Ryujinx/Ryujinx.Audio/Renderer/Parameter/Effect/ReverbParameter.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* Haydn: Part 1

Based on my reverse of audio 11.0.0.

As always, core implementation under LGPLv3 for the same reasons as for Amadeus.

This place the bases of a more flexible audio system while making audout & audin accurate.

This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.

As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).

* Update for latest hexkyz's edits on Switchbrew

* audren: Rollback channel configuration changes

* Address gdkchan's comments

* Fix typo in OpenAL backend driver

* Address last comments

* Fix a nit

* Address gdkchan's comments
2021-02-26 01:11:56 +01:00

136 lines
4.1 KiB
C#

//
// 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 <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Server.Effect;
using Ryujinx.Common.Memory;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter.Effect
{
/// <summary>
/// <see cref="EffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Reverb"/>.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct ReverbParameter
{
/// <summary>
/// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
public Array6<byte> Input;
/// <summary>
/// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
public Array6<byte> Output;
/// <summary>
/// The maximum number of channels supported.
/// </summary>
public ushort ChannelCountMax;
/// <summary>
/// The total channel count used.
/// </summary>
public ushort ChannelCount;
/// <summary>
/// The target sample rate. (Q15)
/// </summary>
/// <remarks>This is in kHz.</remarks>
public int SampleRate;
/// <summary>
/// The early mode to use.
/// </summary>
public ReverbEarlyMode EarlyMode;
/// <summary>
/// The gain to apply to the result of the early reflection. (Q15)
/// </summary>
public int EarlyGain;
/// <summary>
/// The pre-delay time in milliseconds. (Q15)
/// </summary>
public int PreDelayTime;
/// <summary>
/// The late mode to use.
/// </summary>
public ReverbLateMode LateMode;
/// <summary>
/// The gain to apply to the result of the late reflection. (Q15)
/// </summary>
public int LateGain;
/// <summary>
/// The decay time. (Q15)
/// </summary>
public int DecayTime;
/// <summary>
/// The high frequency decay ratio. (Q15)
/// </summary>
/// <remarks>If <see cref="HighFrequencyDecayRatio"/> >= 0.995f, it is considered disabled.</remarks>
public int HighFrequencyDecayRatio;
/// <summary>
/// The coloration of the decay. (Q15)
/// </summary>
public int Coloration;
/// <summary>
/// The reverb gain. (Q15)
/// </summary>
public int ReverbGain;
/// <summary>
/// The output gain. (Q15)
/// </summary>
public int OutGain;
/// <summary>
/// The dry gain. (Q15)
/// </summary>
public int DryGain;
/// <summary>
/// The current usage status of the effect on the client side.
/// </summary>
public UsageState Status;
/// <summary>
/// Check if the <see cref="ChannelCount"/> is valid.
/// </summary>
/// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns>
public bool IsChannelCountValid()
{
return EffectInParameter.IsChannelCountValid(ChannelCount);
}
/// <summary>
/// Check if the <see cref="ChannelCountMax"/> is valid.
/// </summary>
/// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns>
public bool IsChannelCountMaxValid()
{
return EffectInParameter.IsChannelCountValid(ChannelCountMax);
}
}
}