mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-29 06:01:22 -08:00
88 lines
2.6 KiB
C#
88 lines
2.6 KiB
C#
|
//
|
||
|
// 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.Effect
|
||
|
{
|
||
|
public class DelayLine : 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 DelayLine(uint sampleRate, float delayTimeMax)
|
||
|
{
|
||
|
_sampleRate = sampleRate;
|
||
|
SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
|
||
|
_workBuffer = new float[SampleCountMax];
|
||
|
|
||
|
SetDelay(delayTimeMax);
|
||
|
}
|
||
|
|
||
|
private void ConfigureDelay(uint targetSampleCount)
|
||
|
{
|
||
|
CurrentSampleCount = Math.Min(SampleCountMax, targetSampleCount);
|
||
|
_currentSampleIndex = 0;
|
||
|
_lastSampleIndex = CurrentSampleCount - 1;
|
||
|
}
|
||
|
|
||
|
public void SetDelay(float delayTime)
|
||
|
{
|
||
|
ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
|
||
|
}
|
||
|
|
||
|
public float Read()
|
||
|
{
|
||
|
return _workBuffer[_currentSampleIndex];
|
||
|
}
|
||
|
|
||
|
public float Update(float value)
|
||
|
{
|
||
|
float output = Read();
|
||
|
|
||
|
_workBuffer[_currentSampleIndex++] = value;
|
||
|
|
||
|
if (_currentSampleIndex >= _lastSampleIndex)
|
||
|
{
|
||
|
_currentSampleIndex = 0;
|
||
|
}
|
||
|
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
public float TapUnsafe(uint sampleIndex, int offset)
|
||
|
{
|
||
|
return IDelayLine.Tap(_workBuffer, (int)_currentSampleIndex, (int)sampleIndex + offset, (int)CurrentSampleCount);
|
||
|
}
|
||
|
|
||
|
public float Tap(uint sampleIndex)
|
||
|
{
|
||
|
if (sampleIndex >= CurrentSampleCount)
|
||
|
{
|
||
|
sampleIndex = CurrentSampleCount - 1;
|
||
|
}
|
||
|
|
||
|
return TapUnsafe(sampleIndex, -1);
|
||
|
}
|
||
|
}
|
||
|
}
|