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using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public class DelayLine3d : IDelayLine
{
private readonly float[] _workBuffer;
private readonly 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);
}
}
}
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