using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public interface IDelayLine
uint CurrentSampleCount { get; }
uint SampleCountMax { get; }
void SetDelay(float delayTime);
float Read();
float Update(float value);
float TapUnsafe(uint sampleIndex, int offset);
float Tap(uint sampleIndex);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float Tap(Span<float> workBuffer, int baseIndex, int sampleIndex, int delaySampleCount)
int targetIndex = baseIndex - sampleIndex;
if (targetIndex < 0)
targetIndex += delaySampleCount;
}
return workBuffer[targetIndex];
public static uint GetSampleCount(uint sampleRate, float delayTime)
return (uint)MathF.Round(sampleRate * delayTime);