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https://github.com/Ryujinx/Ryujinx.git
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40311310d1
* amadeus: Add missing compressor effect from REV11 This was in my reversing notes but seems I completely forgot to implement it Also took the opportunity to simplify the Limiter effect a bit. * Remove some outdated comment * Address gdkchan's comments
115 lines
3.4 KiB
C#
115 lines
3.4 KiB
C#
using System;
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using System.Reflection.Metadata;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp
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{
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public static class FloatingPointHelper
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float MultiplyRoundDown(float a, float b)
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{
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return RoundDown(a * b);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float RoundDown(float a)
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{
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return MathF.Round(a, 0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float RoundUp(float a)
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{
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return MathF.Round(a);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float MultiplyRoundUp(float a, float b)
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{
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return RoundUp(a * b);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Pow10(float x)
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{
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// NOTE: Nintendo implementation uses Q15 and a LUT for this, we don't.
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// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
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if (x >= 0.0f)
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{
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return 1.0f;
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}
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else if (x <= -5.3f)
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{
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return 0.0f;
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}
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return MathF.Pow(10, x);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Log10(float x)
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{
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// NOTE: Nintendo uses an approximation of log10, we don't.
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// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
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return MathF.Pow(10, MathF.Max(x, 1.0e-10f));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float MeanSquare(ReadOnlySpan<float> inputs)
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{
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float res = 0.0f;
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foreach (float input in inputs)
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{
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res += (input * input);
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}
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res /= inputs.Length;
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return res;
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}
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/// <summary>
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/// Map decibel to linear.
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/// </summary>
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/// <param name="db">The decibel value to convert</param>
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/// <returns>Converted linear value/returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DecibelToLinear(float db)
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{
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return MathF.Pow(10.0f, db / 20.0f);
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}
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/// <summary>
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/// Map decibel to linear in [0, 2] range.
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/// </summary>
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/// <param name="db">The decibel value to convert</param>
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/// <returns>Converted linear value in [0, 2] range</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DecibelToLinearExtended(float db)
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{
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float tmp = MathF.Log2(DecibelToLinear(db));
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return MathF.Truncate(tmp) + MathF.Pow(2.0f, tmp - MathF.Truncate(tmp));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DegreesToRadians(float degrees)
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{
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return degrees * MathF.PI / 180.0f;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Cos(float value)
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{
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return MathF.Cos(DegreesToRadians(value));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Sin(float value)
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{
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return MathF.Sin(DegreesToRadians(value));
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}
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}
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} |