0
0
Fork 0
This repository has been archived on 2024-10-12. You can view files and clone it, but cannot push or open issues or pull requests.
ryujinx-final/Ryujinx.Audio/Renderer/Dsp/State/DelayState.cs
Mary d04ba51bb0
amadeus: Improve and fix delay effect processing (#3205)
* amadeus: Improve and fix delay effect processing

This rework the delay effect processing by representing calculation with the appropriate matrix and by unrolling some loop in the code.
This allows better optimization by the JIT while making it more readeable.

Also fix a bug in the Surround code path found while looking back at my notes.

* Remove useless GetHashCode

* Address gdkchan's comments
2022-04-08 10:52:18 +02:00

84 lines
3.2 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 Ryujinx.Audio.Renderer.Dsp.Effect;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
public class DelayState
{
public DelayLine[] DelayLines { get; }
public float[] LowPassZ { get; set; }
public float FeedbackGain { get; private set; }
public float DelayFeedbackBaseGain { get; private set; }
public float DelayFeedbackCrossGain { get; private set; }
public float LowPassFeedbackGain { get; private set; }
public float LowPassBaseGain { get; private set; }
private const int FixedPointPrecision = 14;
public DelayState(ref DelayParameter parameter, ulong workBuffer)
{
DelayLines = new DelayLine[parameter.ChannelCount];
LowPassZ = new float[parameter.ChannelCount];
uint sampleRate = (uint)FixedPointHelper.ToInt(parameter.SampleRate, FixedPointPrecision) / 1000;
for (int i = 0; i < DelayLines.Length; i++)
{
DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax);
DelayLines[i].SetDelay(parameter.DelayTime);
}
UpdateParameter(ref parameter);
}
public void UpdateParameter(ref DelayParameter parameter)
{
FeedbackGain = FixedPointHelper.ToFloat(parameter.FeedbackGain, FixedPointPrecision) * 0.98f;
float channelSpread = FixedPointHelper.ToFloat(parameter.ChannelSpread, FixedPointPrecision);
DelayFeedbackBaseGain = (1.0f - channelSpread) * FeedbackGain;
if (parameter.ChannelCount == 4 || parameter.ChannelCount == 6)
{
DelayFeedbackCrossGain = channelSpread * 0.5f * FeedbackGain;
}
else
{
DelayFeedbackCrossGain = channelSpread * FeedbackGain;
}
LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision);
LowPassBaseGain = 1.0f - LowPassFeedbackGain;
}
public void UpdateLowPassFilter(ref float tempRawRef, uint channelCount)
{
for (int i = 0; i < channelCount; i++)
{
float lowPassResult = LowPassFeedbackGain * LowPassZ[i] + Unsafe.Add(ref tempRawRef, i) * LowPassBaseGain;
LowPassZ[i] = lowPassResult;
DelayLines[i].Update(lowPassResult);
}
}
}
}