diff options
Diffstat (limited to 'Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs')
-rw-r--r-- | Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs b/Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs new file mode 100644 index 00000000..c6275bef --- /dev/null +++ b/Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs @@ -0,0 +1,73 @@ +// +// 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 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; + } + } +} |