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* 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
73 lines
2.8 KiB
C#
73 lines
2.8 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.Effect;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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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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LowPassZ[0] = 0;
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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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}
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}
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