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authorMary <me@thog.eu>2021-02-26 01:11:56 +0100
committerGitHub <noreply@github.com>2021-02-26 01:11:56 +0100
commitf556c80d0230056335632b60c71f1567e177239e (patch)
tree748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs
parent1c49089ff00fc87dc4872f135dc6a0d36169a970 (diff)
Haydn: Part 1 (#2007)
* 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
Diffstat (limited to 'Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs')
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diff --git a/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs b/Ryujinx.Audio/Renderer/Dsp/Command/DelayCommand.cs
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+//
+// 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.State;
+using Ryujinx.Audio.Renderer.Parameter.Effect;
+using Ryujinx.Audio.Renderer.Server.Effect;
+using System;
+using System.Diagnostics;
+
+namespace Ryujinx.Audio.Renderer.Dsp.Command
+{
+ public class DelayCommand : ICommand
+ {
+ public bool Enabled { get; set; }
+
+ public int NodeId { get; }
+
+ public CommandType CommandType => CommandType.Delay;
+
+ public ulong EstimatedProcessingTime { get; set; }
+
+ public DelayParameter Parameter => _parameter;
+ public Memory<DelayState> State { get; }
+ public ulong WorkBuffer { get; }
+ public ushort[] OutputBufferIndices { get; }
+ public ushort[] InputBufferIndices { get; }
+ public bool IsEffectEnabled { get; }
+
+ private DelayParameter _parameter;
+
+ private const int FixedPointPrecision = 14;
+
+ public DelayCommand(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, ulong workBuffer, int nodeId)
+ {
+ Enabled = true;
+ NodeId = nodeId;
+ _parameter = parameter;
+ State = state;
+ WorkBuffer = workBuffer;
+
+ IsEffectEnabled = isEnabled;
+
+ InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
+ OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
+
+ for (int i = 0; i < Parameter.ChannelCount; i++)
+ {
+ InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
+ OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
+ }
+ }
+
+ private void ProcessDelayMono(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
+ {
+ ref DelayState state = ref State.Span[0];
+
+ float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
+ float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
+ float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
+ float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
+
+ for (int i = 0; i < sampleCount; i++)
+ {
+ float input = inputBuffer[i] * 64;
+ float delayLineValue = state.DelayLines[0].Read();
+
+ float lowPassResult = input * inGain + delayLineValue * feedbackGain * state.LowPassBaseGain + state.LowPassZ[0] * state.LowPassFeedbackGain;
+
+ state.LowPassZ[0] = lowPassResult;
+
+ state.DelayLines[0].Update(lowPassResult);
+
+ outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
+ }
+ }
+
+ private void ProcessDelayStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
+ {
+ ref DelayState state = ref State.Span[0];
+
+ float[] channelInput = new float[Parameter.ChannelCount];
+ float[] delayLineValues = new float[Parameter.ChannelCount];
+ float[] temp = new float[Parameter.ChannelCount];
+
+ float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
+ float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
+ float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
+ float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
+ float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
+
+ for (int i = 0; i < sampleCount; i++)
+ {
+ for (int j = 0; j < Parameter.ChannelCount; j++)
+ {
+ channelInput[j] = inputBuffers[j].Span[i] * 64;
+ delayLineValues[j] = state.DelayLines[j].Read();
+ }
+
+ temp[0] = channelInput[0] * inGain + delayLineValues[1] * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
+ temp[1] = channelInput[1] * inGain + delayLineValues[0] * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
+
+ for (int j = 0; j < Parameter.ChannelCount; j++)
+ {
+ float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
+
+ state.LowPassZ[j] = lowPassResult;
+ state.DelayLines[j].Update(lowPassResult);
+
+ outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
+ }
+ }
+ }
+
+ private void ProcessDelayQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
+ {
+ ref DelayState state = ref State.Span[0];
+
+ float[] channelInput = new float[Parameter.ChannelCount];
+ float[] delayLineValues = new float[Parameter.ChannelCount];
+ float[] temp = new float[Parameter.ChannelCount];
+
+ float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
+ float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
+ float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
+ float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
+ float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
+
+ for (int i = 0; i < sampleCount; i++)
+ {
+ for (int j = 0; j < Parameter.ChannelCount; j++)
+ {
+ channelInput[j] = inputBuffers[j].Span[i] * 64;
+ delayLineValues[j] = state.DelayLines[j].Read();
+ }
+
+ temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
+ temp[1] = channelInput[1] * inGain + (delayLineValues[0] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
+ temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
+ temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
+
+ for (int j = 0; j < Parameter.ChannelCount; j++)
+ {
+ float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
+
+ state.LowPassZ[j] = lowPassResult;
+ state.DelayLines[j].Update(lowPassResult);
+
+ outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
+ }
+ }
+ }
+
+ private void ProcessDelaySurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
+ {
+ ref DelayState state = ref State.Span[0];
+
+ float[] channelInput = new float[Parameter.ChannelCount];
+ float[] delayLineValues = new float[Parameter.ChannelCount];
+ float[] temp = new float[Parameter.ChannelCount];
+
+ float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
+ float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
+ float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
+ float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
+ float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
+
+ for (int i = 0; i < sampleCount; i++)
+ {
+ for (int j = 0; j < Parameter.ChannelCount; j++)
+ {
+ channelInput[j] = inputBuffers[j].Span[i] * 64;
+ delayLineValues[j] = state.DelayLines[j].Read();
+ }
+
+ temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[4]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
+ temp[1] = channelInput[1] * inGain + (delayLineValues[4] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
+ temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
+ temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
+ temp[4] = channelInput[4] * inGain + (delayLineValues[0] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[4] * delayFeedbackBaseGain;
+ temp[5] = channelInput[5] * inGain + delayLineValues[5] * delayFeedbackBaseGain;
+
+ for (int j = 0; j < Parameter.ChannelCount; j++)
+ {
+ float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
+
+ state.LowPassZ[j] = lowPassResult;
+ state.DelayLines[j].Update(lowPassResult);
+
+ outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
+ }
+ }
+ }
+
+ private void ProcessDelay(CommandList context)
+ {
+ Debug.Assert(Parameter.IsChannelCountValid());
+
+ if (IsEffectEnabled && Parameter.IsChannelCountValid())
+ {
+ ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
+ Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
+
+ for (int i = 0; i < Parameter.ChannelCount; i++)
+ {
+ inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
+ outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
+ }
+
+ switch (Parameter.ChannelCount)
+ {
+ case 1:
+ ProcessDelayMono(outputBuffers[0].Span, inputBuffers[0].Span, context.SampleCount);
+ break;
+ case 2:
+ ProcessDelayStereo(outputBuffers, inputBuffers, context.SampleCount);
+ break;
+ case 4:
+ ProcessDelayQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
+ break;
+ case 6:
+ ProcessDelaySurround(outputBuffers, inputBuffers, context.SampleCount);
+ break;
+ default:
+ throw new NotImplementedException($"{Parameter.ChannelCount}");
+ }
+ }
+ else
+ {
+ for (int i = 0; i < Parameter.ChannelCount; i++)
+ {
+ if (InputBufferIndices[i] != OutputBufferIndices[i])
+ {
+ context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i]));
+ }
+ }
+ }
+ }
+
+ public void Process(CommandList context)
+ {
+ ref DelayState state = ref State.Span[0];
+
+ if (IsEffectEnabled)
+ {
+ if (Parameter.Status == UsageState.Invalid)
+ {
+ state = new DelayState(ref _parameter, WorkBuffer);
+ }
+ else if (Parameter.Status == UsageState.New)
+ {
+ state.UpdateParameter(ref _parameter);
+ }
+ }
+
+ ProcessDelay(context);
+ }
+ }
+}