3f4fb8f73a
This should implement all ABI changes from REV11 on 14.0.0 As Nintendo changed the channel disposition for "legacy" effects (Delay, Reverb and Reverb 3D) to match the standard channel mapping, I took the liberty to just remap to the old disposition for now. The proper changes will be handled at a later date with a complete rewriting of those 3 effects to be more readable (see https://github.com/Ryujinx/Ryujinx/pull/3205 for the first iteration of it).
221 lines
8.7 KiB
C#
221 lines
8.7 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Dsp.Effect;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using System;
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namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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public class ReverbState
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{
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private static readonly float[] FdnDelayTimes = new float[20]
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{
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// Room
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53.953247f, 79.192566f, 116.238770f, 130.615295f,
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// Hall
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53.953247f, 79.192566f, 116.238770f, 170.615295f,
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// Plate
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5f, 10f, 5f, 10f,
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// Cathedral
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47.03f, 71f, 103f, 170f,
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// Max delay (Hall is the one with the highest values so identical to Hall)
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53.953247f, 79.192566f, 116.238770f, 170.615295f,
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};
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private static readonly float[] DecayDelayTimes = new float[20]
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{
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// Room
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7f, 9f, 13f, 17f,
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// Hall
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7f, 9f, 13f, 17f,
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// Plate (no decay)
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1f, 1f, 1f, 1f,
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// Cathedral
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7f, 7f, 13f, 9f,
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// Max delay (Hall is the one with the highest values so identical to Hall)
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7f, 9f, 13f, 17f,
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};
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private static readonly float[] EarlyDelayTimes = new float[50]
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{
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// Room
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0.0f, 3.5f, 2.8f, 3.9f, 2.7f, 13.4f, 7.9f, 8.4f, 9.9f, 12.0f,
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// Chamber
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0.0f, 11.8f, 5.5f, 11.2f, 10.4f, 38.1f, 22.2f, 29.6f, 21.2f, 24.8f,
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// Hall
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0.0f, 41.5f, 20.5f, 41.3f, 0.0f, 29.5f, 33.8f, 45.2f, 46.8f, 0.0f,
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// Cathedral
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33.1f, 43.3f, 22.8f, 37.9f, 14.9f, 35.3f, 17.9f, 34.2f, 0.0f, 43.3f,
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// Disabled
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
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};
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private static readonly float[] EarlyGainBase = new float[50]
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{
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// Room
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0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f,
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// Chamber
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0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f, 0.68f, 0.68f,
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// Hall
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0.50f, 0.70f, 0.70f, 0.68f, 0.50f, 0.68f, 0.68f, 0.70f, 0.68f, 0.00f,
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// Cathedral
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0.93f, 0.92f, 0.87f, 0.86f, 0.94f, 0.81f, 0.80f, 0.77f, 0.76f, 0.65f,
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// Disabled
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0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f
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};
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private static readonly float[] PreDelayTimes = new float[5]
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{
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// Room
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12.5f,
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// Chamber
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40.0f,
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// Hall
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50.0f,
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// Cathedral
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50.0f,
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// Disabled
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0.0f
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};
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public DelayLine[] FdnDelayLines { get; }
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public DecayDelay[] DecayDelays { get; }
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public DelayLine PreDelayLine { get; }
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public DelayLine FrontCenterDelayLine { get; }
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public uint[] EarlyDelayTime { get; }
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public float[] EarlyGain { get; }
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public uint PreDelayLineDelayTime { get; private set; }
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public float[] HighFrequencyDecayDirectGain { get; }
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public float[] HighFrequencyDecayPreviousGain { get; }
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public float[] PreviousFeedbackOutput { get; }
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public const int EarlyModeCount = 10;
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private const int FixedPointPrecision = 14;
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private ReadOnlySpan<float> GetFdnDelayTimesByLateMode(ReverbLateMode lateMode)
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{
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return FdnDelayTimes.AsSpan((int)lateMode * 4, 4);
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}
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private ReadOnlySpan<float> GetDecayDelayTimesByLateMode(ReverbLateMode lateMode)
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{
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return DecayDelayTimes.AsSpan((int)lateMode * 4, 4);
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}
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public ReverbState(ref ReverbParameter parameter, ulong workBuffer, bool isLongSizePreDelaySupported)
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{
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FdnDelayLines = new DelayLine[4];
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DecayDelays = new DecayDelay[4];
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EarlyDelayTime = new uint[EarlyModeCount];
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EarlyGain = new float[EarlyModeCount];
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HighFrequencyDecayDirectGain = new float[4];
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HighFrequencyDecayPreviousGain = new float[4];
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PreviousFeedbackOutput = new float[4];
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ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(ReverbLateMode.Limit);
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ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(ReverbLateMode.Limit);
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uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
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for (int i = 0; i < 4; i++)
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{
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FdnDelayLines[i] = new DelayLine(sampleRate, fdnDelayTimes[i]);
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DecayDelays[i] = new DecayDelay(new DelayLine(sampleRate, decayDelayTimes[i]));
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}
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float preDelayTimeMax = 150.0f;
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if (isLongSizePreDelaySupported)
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{
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preDelayTimeMax = 350.0f;
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}
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PreDelayLine = new DelayLine(sampleRate, preDelayTimeMax);
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FrontCenterDelayLine = new DelayLine(sampleRate, 5.0f);
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UpdateParameter(ref parameter);
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}
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public void UpdateParameter(ref ReverbParameter parameter)
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{
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uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
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float preDelayTimeInMilliseconds = FixedPointHelper.ToFloat(parameter.PreDelayTime, FixedPointPrecision);
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float earlyGain = FixedPointHelper.ToFloat(parameter.EarlyGain, FixedPointPrecision);
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float coloration = FixedPointHelper.ToFloat(parameter.Coloration, FixedPointPrecision);
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float decayTime = FixedPointHelper.ToFloat(parameter.DecayTime, FixedPointPrecision);
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for (int i = 0; i < 10; i++)
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{
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EarlyDelayTime[i] = Math.Min(IDelayLine.GetSampleCount(sampleRate, EarlyDelayTimes[i] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax) + 1;
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EarlyGain[i] = EarlyGainBase[i] * earlyGain;
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}
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if (parameter.ChannelCount == 2)
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{
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EarlyGain[4] = EarlyGain[4] * 0.5f;
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EarlyGain[5] = EarlyGain[5] * 0.5f;
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}
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PreDelayLineDelayTime = Math.Min(IDelayLine.GetSampleCount(sampleRate, PreDelayTimes[(int)parameter.EarlyMode] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax);
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ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(parameter.LateMode);
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ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(parameter.LateMode);
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float highFrequencyDecayRatio = FixedPointHelper.ToFloat(parameter.HighFrequencyDecayRatio, FixedPointPrecision);
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float highFrequencyUnknownValue = FloatingPointHelper.Cos(1280.0f / sampleRate);
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for (int i = 0; i < 4; i++)
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{
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FdnDelayLines[i].SetDelay(fdnDelayTimes[i]);
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DecayDelays[i].SetDelay(decayDelayTimes[i]);
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float tempA = -3 * (DecayDelays[i].CurrentSampleCount + FdnDelayLines[i].CurrentSampleCount);
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float tempB = tempA / (decayTime * sampleRate);
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float tempC;
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float tempD;
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if (highFrequencyDecayRatio < 0.995f)
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{
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float tempE = FloatingPointHelper.Pow10((((1.0f / highFrequencyDecayRatio) - 1.0f) * 2) / 100 * (tempB / 10));
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float tempF = 1.0f - tempE;
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float tempG = 2.0f - (tempE * 2 * highFrequencyUnknownValue);
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float tempH = MathF.Sqrt((tempG * tempG) - (tempF * tempF * 4));
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tempC = (tempG - tempH) / (tempF * 2);
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tempD = 1.0f - tempC;
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}
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else
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{
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// no high frequency decay ratio
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tempC = 0.0f;
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tempD = 1.0f;
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}
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HighFrequencyDecayDirectGain[i] = FloatingPointHelper.Pow10(tempB / 1000) * tempD * 0.7071f;
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HighFrequencyDecayPreviousGain[i] = tempC;
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PreviousFeedbackOutput[i] = 0.0f;
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DecayDelays[i].SetDecayRate(0.6f * (1.0f - coloration));
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}
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}
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}
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}
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