using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public class DelayLine3d : 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 DelayLine3d(uint sampleRate, float delayTimeMax)
_sampleRate = sampleRate;
SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
_workBuffer = new float[SampleCountMax + 1];
SetDelay(delayTimeMax);
}
private void ConfigureDelay(uint targetSampleCount)
if (SampleCountMax >= targetSampleCount)
CurrentSampleCount = targetSampleCount;
_lastSampleIndex = (_currentSampleIndex + targetSampleCount) % (SampleCountMax + 1);
public void SetDelay(float delayTime)
ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
public float Read()
return _workBuffer[_currentSampleIndex];
public float Update(float value)
Debug.Assert(!float.IsNaN(value) && !float.IsInfinity(value));
_workBuffer[_lastSampleIndex++] = value;
float output = Read();
_currentSampleIndex++;
if (_currentSampleIndex >= SampleCountMax)
_currentSampleIndex = 0;
if (_lastSampleIndex >= SampleCountMax)
_lastSampleIndex = 0;
return output;
public float TapUnsafe(uint sampleIndex, int offset)
return IDelayLine.Tap(_workBuffer, (int)_lastSampleIndex, (int)sampleIndex + offset, (int)SampleCountMax + 1);
public float Tap(uint sampleIndex)
return TapUnsafe(sampleIndex, -1);