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Diffstat (limited to 'Ryujinx.Audio.Renderer/Dsp/Effect/DelayLineReverb3d.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/Effect/DelayLineReverb3d.cs93
1 files changed, 93 insertions, 0 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/Effect/DelayLineReverb3d.cs b/Ryujinx.Audio.Renderer/Dsp/Effect/DelayLineReverb3d.cs
new file mode 100644
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+++ b/Ryujinx.Audio.Renderer/Dsp/Effect/DelayLineReverb3d.cs
@@ -0,0 +1,93 @@
+//
+// 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.Diagnostics;
+
+namespace Ryujinx.Audio.Renderer.Dsp.Effect
+{
+ public class DelayLine3d : IDelayLine
+ {
+ private float[] _workBuffer;
+ private uint _sampleRate;
+ private uint _currentSampleIndex;
+ private uint _lastSampleIndex;
+
+ public uint CurrentSampleCount { get; private set; }
+ public uint SampleCountMax { get; private set; }
+
+ public DelayLine3d(uint sampleRate, float delayTimeMax)
+ {
+ _sampleRate = sampleRate;
+ SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
+ _workBuffer = new float[SampleCountMax + 1];
+
+ SetDelay(delayTimeMax);
+ }
+
+ private void ConfigureDelay(uint targetSampleCount)
+ {
+ if (SampleCountMax >= targetSampleCount)
+ {
+ CurrentSampleCount = targetSampleCount;
+ _lastSampleIndex = (_currentSampleIndex + targetSampleCount) % (SampleCountMax + 1);
+ }
+ }
+
+ public void SetDelay(float delayTime)
+ {
+ ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
+ }
+
+ public float Read()
+ {
+ return _workBuffer[_currentSampleIndex];
+ }
+
+ public float Update(float value)
+ {
+ Debug.Assert(!float.IsNaN(value) && !float.IsInfinity(value));
+
+ _workBuffer[_lastSampleIndex++] = value;
+
+ float output = Read();
+
+ _currentSampleIndex++;
+
+ if (_currentSampleIndex >= SampleCountMax)
+ {
+ _currentSampleIndex = 0;
+ }
+
+ if (_lastSampleIndex >= SampleCountMax)
+ {
+ _lastSampleIndex = 0;
+ }
+
+ return output;
+ }
+
+ public float TapUnsafe(uint sampleIndex, int offset)
+ {
+ return IDelayLine.Tap(_workBuffer, (int)_lastSampleIndex, (int)sampleIndex + offset, (int)SampleCountMax + 1);
+ }
+
+ public float Tap(uint sampleIndex)
+ {
+ return TapUnsafe(sampleIndex, -1);
+ }
+ }
+}