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Diffstat (limited to 'Ryujinx.Audio.Renderer/Dsp/Command/VolumeRampCommand.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/Command/VolumeRampCommand.cs71
1 files changed, 71 insertions, 0 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/Command/VolumeRampCommand.cs b/Ryujinx.Audio.Renderer/Dsp/Command/VolumeRampCommand.cs
new file mode 100644
index 00000000..98427a2c
--- /dev/null
+++ b/Ryujinx.Audio.Renderer/Dsp/Command/VolumeRampCommand.cs
@@ -0,0 +1,71 @@
+//
+// Copyright (c) 2019-2020 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 System;
+
+namespace Ryujinx.Audio.Renderer.Dsp.Command
+{
+ public class VolumeRampCommand : ICommand
+ {
+ public bool Enabled { get; set; }
+
+ public int NodeId { get; }
+
+ public CommandType CommandType => CommandType.VolumeRamp;
+
+ public ulong EstimatedProcessingTime { get; set; }
+
+ public ushort InputBufferIndex { get; }
+ public ushort OutputBufferIndex { get; }
+
+ public float Volume0 { get; }
+ public float Volume1 { get; }
+
+ public VolumeRampCommand(float volume0, float volume1, uint bufferIndex, int nodeId)
+ {
+ Enabled = true;
+ NodeId = nodeId;
+
+ InputBufferIndex = (ushort)bufferIndex;
+ OutputBufferIndex = (ushort)bufferIndex;
+
+ Volume0 = volume0;
+ Volume1 = volume1;
+ }
+
+ private void ProcessVolumeRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
+ {
+ float ramp = (Volume1 - Volume0) / sampleCount;
+
+ float volume = Volume0;
+
+ for (int i = 0; i < sampleCount; i++)
+ {
+ outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
+ volume += ramp;
+ }
+ }
+
+ public void Process(CommandList context)
+ {
+ ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
+ Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
+
+ ProcessVolumeRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
+ }
+ }
+}