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-rw-r--r--Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs48
1 files changed, 48 insertions, 0 deletions
diff --git a/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs b/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs
index 226def46..6645e20a 100644
--- a/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs
+++ b/Ryujinx.Audio/Renderer/Dsp/FloatingPointHelper.cs
@@ -1,4 +1,5 @@
using System;
+using System.Reflection.Metadata;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp
@@ -47,6 +48,53 @@ namespace Ryujinx.Audio.Renderer.Dsp
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float Log10(float x)
+ {
+ // NOTE: Nintendo uses an approximation of log10, we don't.
+ // As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
+ return MathF.Pow(10, MathF.Max(x, 1.0e-10f));
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float MeanSquare(ReadOnlySpan<float> inputs)
+ {
+ float res = 0.0f;
+
+ foreach (float input in inputs)
+ {
+ res += (input * input);
+ }
+
+ res /= inputs.Length;
+
+ return res;
+ }
+
+ /// <summary>
+ /// Map decibel to linear.
+ /// </summary>
+ /// <param name="db">The decibel value to convert</param>
+ /// <returns>Converted linear value/returns>
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float DecibelToLinear(float db)
+ {
+ return MathF.Pow(10.0f, db / 20.0f);
+ }
+
+ /// <summary>
+ /// Map decibel to linear in [0, 2] range.
+ /// </summary>
+ /// <param name="db">The decibel value to convert</param>
+ /// <returns>Converted linear value in [0, 2] range</returns>
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public static float DecibelToLinearExtended(float db)
+ {
+ float tmp = MathF.Log2(DecibelToLinear(db));
+
+ return MathF.Truncate(tmp) + MathF.Pow(2.0f, tmp - MathF.Truncate(tmp));
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float DegreesToRadians(float degrees)
{
return degrees * MathF.PI / 180.0f;