Ryujinx/Ryujinx.Audio.Renderer/Dsp/Command/VolumeRampCommand.cs
2021-01-01 00:12:32 +01:00

71 lines
2.3 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 System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class VolumeRampCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.VolumeRamp;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public float Volume0 { get; }
public float Volume1 { get; }
public VolumeRampCommand(float volume0, float volume1, uint bufferIndex, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)bufferIndex;
OutputBufferIndex = (ushort)bufferIndex;
Volume0 = volume0;
Volume1 = volume1;
}
private void ProcessVolumeRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
{
float ramp = (Volume1 - Volume0) / sampleCount;
float volume = Volume0;
for (int i = 0; i < sampleCount; i++)
{
outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
volume += ramp;
}
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
ProcessVolumeRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
}
}
}