ab5d77c0c4
This fixes missing audio on Nintendo Switch Sports Online Play Test.
163 lines
6.4 KiB
C#
163 lines
6.4 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class LimiterCommandVersion1 : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.LimiterVersion1;
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public ulong EstimatedProcessingTime { get; set; }
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public LimiterParameter Parameter => _parameter;
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public Memory<LimiterState> State { get; }
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public ulong WorkBuffer { get; }
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public ushort[] OutputBufferIndices { get; }
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public ushort[] InputBufferIndices { get; }
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public bool IsEffectEnabled { get; }
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private LimiterParameter _parameter;
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public LimiterCommandVersion1(uint bufferOffset, LimiterParameter parameter, Memory<LimiterState> state, bool isEnabled, ulong workBuffer, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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_parameter = parameter;
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State = state;
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WorkBuffer = workBuffer;
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IsEffectEnabled = isEnabled;
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InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
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OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
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}
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}
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public void Process(CommandList context)
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{
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ref LimiterState state = ref State.Span[0];
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if (IsEffectEnabled)
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{
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if (Parameter.Status == Server.Effect.UsageState.Invalid)
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{
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state = new LimiterState(ref _parameter, WorkBuffer);
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}
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else if (Parameter.Status == Server.Effect.UsageState.New)
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{
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state.UpdateParameter(ref _parameter);
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}
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}
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ProcessLimiter(context, ref state);
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}
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private unsafe void ProcessLimiter(CommandList context, ref LimiterState state)
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{
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Debug.Assert(Parameter.IsChannelCountValid());
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if (IsEffectEnabled && Parameter.IsChannelCountValid())
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{
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Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
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outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
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}
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for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
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{
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for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
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{
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float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
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float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
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float sampleInputMax = Math.Abs(inputSample);
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float inputCoefficient = Parameter.ReleaseCoefficient;
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if (sampleInputMax > state.DectectorAverage[channelIndex])
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{
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inputCoefficient = Parameter.AttackCoefficient;
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}
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state.DectectorAverage[channelIndex] += inputCoefficient * (sampleInputMax - state.DectectorAverage[channelIndex]);
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float attenuation = 1.0f;
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if (state.DectectorAverage[channelIndex] > Parameter.Threshold)
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{
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attenuation = Parameter.Threshold / state.DectectorAverage[channelIndex];
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}
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float outputCoefficient = Parameter.ReleaseCoefficient;
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if (state.CompressionGain[channelIndex] > attenuation)
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{
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outputCoefficient = Parameter.AttackCoefficient;
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}
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state.CompressionGain[channelIndex] += outputCoefficient * (attenuation - state.CompressionGain[channelIndex]);
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ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
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float outputSample = delayedSample * state.CompressionGain[channelIndex] * Parameter.OutputGain;
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*((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
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delayedSample = inputSample;
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state.DelayedSampleBufferPosition[channelIndex]++;
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while (state.DelayedSampleBufferPosition[channelIndex] >= Parameter.DelayBufferSampleCountMin)
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{
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state.DelayedSampleBufferPosition[channelIndex] -= Parameter.DelayBufferSampleCountMin;
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}
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}
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}
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}
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else
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{
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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if (InputBufferIndices[i] != OutputBufferIndices[i])
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{
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context.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[i]);
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}
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}
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}
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}
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}
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}
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