mirror of
https://github.com/Ryujinx/Ryujinx.git
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94 lines
2.8 KiB
C#
94 lines
2.8 KiB
C#
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//
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// Copyright (c) 2019-2020 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Dsp.Effect
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{
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public class DelayLine3d : IDelayLine
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{
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private float[] _workBuffer;
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private uint _sampleRate;
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private uint _currentSampleIndex;
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private uint _lastSampleIndex;
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public uint CurrentSampleCount { get; private set; }
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public uint SampleCountMax { get; private set; }
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public DelayLine3d(uint sampleRate, float delayTimeMax)
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{
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_sampleRate = sampleRate;
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SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
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_workBuffer = new float[SampleCountMax + 1];
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SetDelay(delayTimeMax);
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}
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private void ConfigureDelay(uint targetSampleCount)
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{
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if (SampleCountMax >= targetSampleCount)
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{
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CurrentSampleCount = targetSampleCount;
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_lastSampleIndex = (_currentSampleIndex + targetSampleCount) % (SampleCountMax + 1);
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}
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}
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public void SetDelay(float delayTime)
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{
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ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
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}
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public float Read()
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{
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return _workBuffer[_currentSampleIndex];
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}
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public float Update(float value)
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{
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Debug.Assert(!float.IsNaN(value) && !float.IsInfinity(value));
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_workBuffer[_lastSampleIndex++] = value;
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float output = Read();
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_currentSampleIndex++;
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if (_currentSampleIndex >= SampleCountMax)
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{
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_currentSampleIndex = 0;
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}
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if (_lastSampleIndex >= SampleCountMax)
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{
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_lastSampleIndex = 0;
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}
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return output;
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}
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public float TapUnsafe(uint sampleIndex, int offset)
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{
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return IDelayLine.Tap(_workBuffer, (int)_lastSampleIndex, (int)sampleIndex + offset, (int)SampleCountMax + 1);
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}
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public float Tap(uint sampleIndex)
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{
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return TapUnsafe(sampleIndex, -1);
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}
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}
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}
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