using System;
using System.Reflection.Metadata;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp
{
public static class FloatingPointHelper
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float MultiplyRoundDown(float a, float b)
return RoundDown(a * b);
}
public static float RoundDown(float a)
return MathF.Round(a, 0);
public static float RoundUp(float a)
return MathF.Round(a);
public static float MultiplyRoundUp(float a, float b)
return RoundUp(a * b);
public static float Pow10(float x)
// NOTE: Nintendo implementation uses Q15 and a LUT for this, we don't.
// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
if (x >= 0.0f)
return 1.0f;
else if (x <= -5.3f)
return 0.0f;
return MathF.Pow(10, x);
public static float Log10(float x)
// NOTE: Nintendo uses an approximation of log10, we don't.
return MathF.Pow(10, MathF.Max(x, 1.0e-10f));
public static float MeanSquare(ReadOnlySpan<float> inputs)
float res = 0.0f;
foreach (float input in inputs)
res += (input * input);
res /= inputs.Length;
return res;
/// <summary>
/// Map decibel to linear.
/// </summary>
/// <param name="db">The decibel value to convert</param>
/// <returns>Converted linear value/returns>
public static float DecibelToLinear(float db)
return MathF.Pow(10.0f, db / 20.0f);
/// Map decibel to linear in [0, 2] range.
/// <returns>Converted linear value in [0, 2] range</returns>
public static float DecibelToLinearExtended(float db)
float tmp = MathF.Log2(DecibelToLinear(db));
return MathF.Truncate(tmp) + MathF.Pow(2.0f, tmp - MathF.Truncate(tmp));
public static float DegreesToRadians(float degrees)
return degrees * MathF.PI / 180.0f;
public static float Cos(float value)
return MathF.Cos(DegreesToRadians(value));
public static float Sin(float value)
return MathF.Sin(DegreesToRadians(value));