using System;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public class DelayLine : IDelayLine
private float[] _workBuffer;
private uint _sampleRate;
private uint _currentSampleIndex;
private uint _lastSampleIndex;
public uint CurrentSampleCount { get; private set; }
public uint SampleCountMax { get; private set; }
public DelayLine(uint sampleRate, float delayTimeMax)
_sampleRate = sampleRate;
SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
_workBuffer = new float[SampleCountMax + 1];
SetDelay(delayTimeMax);
}
private void ConfigureDelay(uint targetSampleCount)
CurrentSampleCount = Math.Min(SampleCountMax, targetSampleCount);
_currentSampleIndex = 0;
if (CurrentSampleCount == 0)
_lastSampleIndex = 0;
else
_lastSampleIndex = CurrentSampleCount - 1;
public void SetDelay(float delayTime)
ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
public float Read()
return _workBuffer[_currentSampleIndex];
public float Update(float value)
float output = Read();
_workBuffer[_currentSampleIndex++] = value;
if (_currentSampleIndex >= _lastSampleIndex)
return output;
public float TapUnsafe(uint sampleIndex, int offset)
return IDelayLine.Tap(_workBuffer, (int)_currentSampleIndex, (int)sampleIndex + offset, (int)CurrentSampleCount);
public float Tap(uint sampleIndex)
if (sampleIndex >= CurrentSampleCount)
sampleIndex = CurrentSampleCount - 1;
return TapUnsafe(sampleIndex, -1);