mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-20 22:05:53 +01:00
f556c80d02
* Haydn: Part 1 Based on my reverse of audio 11.0.0. As always, core implementation under LGPLv3 for the same reasons as for Amadeus. This place the bases of a more flexible audio system while making audout & audin accurate. This have the following improvements: - Complete reimplementation of audout and audin. - Audin currently only have a dummy backend. - Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL). - Audio Renderer now can output to 5.1 devices when supported. - Audio Renderer init its backend on demand instead of keeping two up all the time. - All backends implementation are now in their own project. - Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this. As a note, games having issues with OpenAL haven't improved and will not because of OpenAL design (stopping when buffers finish playing causing possible audio "pops" when buffers are very small). * Update for latest hexkyz's edits on Switchbrew * audren: Rollback channel configuration changes * Address gdkchan's comments * Fix typo in OpenAL backend driver * Address last comments * Fix a nit * Address gdkchan's comments
74 lines
2.8 KiB
C#
74 lines
2.8 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;
|
|
|
|
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);
|
|
LowPassZ[0] = 0;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|