1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
67 lines
No EOL
2.5 KiB
C#
67 lines
No EOL
2.5 KiB
C#
using Ryujinx.Audio.Renderer.Dsp.Effect;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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public class DelayState
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{
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public DelayLine[] DelayLines { get; }
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public float[] LowPassZ { get; set; }
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public float FeedbackGain { get; private set; }
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public float DelayFeedbackBaseGain { get; private set; }
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public float DelayFeedbackCrossGain { get; private set; }
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public float LowPassFeedbackGain { get; private set; }
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public float LowPassBaseGain { get; private set; }
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private const int FixedPointPrecision = 14;
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public DelayState(ref DelayParameter parameter, ulong workBuffer)
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{
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DelayLines = new DelayLine[parameter.ChannelCount];
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LowPassZ = new float[parameter.ChannelCount];
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uint sampleRate = (uint)FixedPointHelper.ToInt(parameter.SampleRate, FixedPointPrecision) / 1000;
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for (int i = 0; i < DelayLines.Length; i++)
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{
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DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax);
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DelayLines[i].SetDelay(parameter.DelayTime);
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}
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UpdateParameter(ref parameter);
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}
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public void UpdateParameter(ref DelayParameter parameter)
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{
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FeedbackGain = FixedPointHelper.ToFloat(parameter.FeedbackGain, FixedPointPrecision) * 0.98f;
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float channelSpread = FixedPointHelper.ToFloat(parameter.ChannelSpread, FixedPointPrecision);
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DelayFeedbackBaseGain = (1.0f - channelSpread) * FeedbackGain;
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if (parameter.ChannelCount == 4 || parameter.ChannelCount == 6)
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{
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DelayFeedbackCrossGain = channelSpread * 0.5f * FeedbackGain;
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}
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else
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{
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DelayFeedbackCrossGain = channelSpread * FeedbackGain;
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}
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LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision);
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LowPassBaseGain = 1.0f - LowPassFeedbackGain;
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}
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public void UpdateLowPassFilter(ref float tempRawRef, uint channelCount)
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{
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for (int i = 0; i < channelCount; i++)
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{
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float lowPassResult = LowPassFeedbackGain * LowPassZ[i] + Unsafe.Add(ref tempRawRef, i) * LowPassBaseGain;
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LowPassZ[i] = lowPassResult;
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DelayLines[i].Update(lowPassResult);
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}
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}
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}
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} |