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https://github.com/Ryujinx/Ryujinx.git
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1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
119 lines
6.4 KiB
C#
119 lines
6.4 KiB
C#
using Ryujinx.Audio.Renderer.Dsp.Effect;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using System;
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namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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public class Reverb3dState
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{
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private readonly float[] FdnDelayMinTimes = new float[4] { 5.0f, 6.0f, 13.0f, 14.0f };
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private readonly float[] FdnDelayMaxTimes = new float[4] { 45.704f, 82.782f, 149.94f, 271.58f };
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private readonly float[] DecayDelayMaxTimes1 = new float[4] { 17.0f, 13.0f, 9.0f, 7.0f };
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private readonly float[] DecayDelayMaxTimes2 = new float[4] { 19.0f, 11.0f, 10.0f, 6.0f };
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private readonly float[] EarlyDelayTimes = new float[20] { 0.017136f, 0.059154f, 0.16173f, 0.39019f, 0.42526f, 0.45541f, 0.68974f, 0.74591f, 0.83384f, 0.8595f, 0.0f, 0.075024f, 0.16879f, 0.2999f, 0.33744f, 0.3719f, 0.59901f, 0.71674f, 0.81786f, 0.85166f };
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public readonly float[] EarlyGain = new float[20] { 0.67096f, 0.61027f, 1.0f, 0.35680f, 0.68361f, 0.65978f, 0.51939f, 0.24712f, 0.45945f, 0.45021f, 0.64196f, 0.54879f, 0.92925f, 0.38270f, 0.72867f, 0.69794f, 0.5464f, 0.24563f, 0.45214f, 0.44042f };
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public IDelayLine[] FdnDelayLines { get; }
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public DecayDelay[] DecayDelays1 { get; }
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public DecayDelay[] DecayDelays2 { get; }
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public IDelayLine PreDelayLine { get; }
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public IDelayLine FrontCenterDelayLine { get; }
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public float DryGain { get; private set; }
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public uint[] EarlyDelayTime { get; private set; }
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public float PreviousPreDelayValue { get; set; }
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public float PreviousPreDelayGain { get; private set; }
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public float TargetPreDelayGain { get; private set; }
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public float EarlyReflectionsGain { get; private set; }
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public float LateReverbGain { get; private set; }
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public uint ReflectionDelayTime { get; private set; }
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public float EchoLateReverbDecay { get; private set; }
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public float[] DecayDirectFdnGain { get; private set; }
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public float[] DecayCurrentFdnGain { get; private set; }
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public float[] DecayCurrentOutputGain { get; private set; }
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public float[] PreviousFeedbackOutputDecayed { get; private set; }
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public Reverb3dState(ref Reverb3dParameter parameter, ulong workBuffer)
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{
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FdnDelayLines = new IDelayLine[4];
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DecayDelays1 = new DecayDelay[4];
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DecayDelays2 = new DecayDelay[4];
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DecayDirectFdnGain = new float[4];
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DecayCurrentFdnGain = new float[4];
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DecayCurrentOutputGain = new float[4];
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PreviousFeedbackOutputDecayed = new float[4];
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uint sampleRate = parameter.SampleRate / 1000;
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for (int i = 0; i < 4; i++)
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{
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FdnDelayLines[i] = new DelayLine3d(sampleRate, FdnDelayMaxTimes[i]);
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DecayDelays1[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes1[i]));
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DecayDelays2[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes2[i]));
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}
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PreDelayLine = new DelayLine3d(sampleRate, 400);
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FrontCenterDelayLine = new DelayLine3d(sampleRate, 5);
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UpdateParameter(ref parameter);
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}
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public void UpdateParameter(ref Reverb3dParameter parameter)
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{
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uint sampleRate = parameter.SampleRate / 1000;
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EarlyDelayTime = new uint[20];
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DryGain = parameter.DryGain;
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PreviousFeedbackOutputDecayed.AsSpan().Fill(0);
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PreviousPreDelayValue = 0;
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EarlyReflectionsGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReflectionsGain, 5000.0f) / 2000.0f);
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LateReverbGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReverbGain, 5000.0f) / 2000.0f);
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float highFrequencyRoomGain = FloatingPointHelper.Pow10(parameter.RoomHf / 2000.0f);
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if (highFrequencyRoomGain < 1.0f)
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{
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float tempA = 1.0f - highFrequencyRoomGain;
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float tempB = 2.0f - ((2.0f * highFrequencyRoomGain) * FloatingPointHelper.Cos(256.0f * parameter.HfReference / parameter.SampleRate));
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float tempC = MathF.Sqrt(MathF.Pow(tempB, 2) - (4.0f * (1.0f - highFrequencyRoomGain) * (1.0f - highFrequencyRoomGain)));
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PreviousPreDelayGain = (tempB - tempC) / (2.0f * tempA);
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TargetPreDelayGain = 1.0f - PreviousPreDelayGain;
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}
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else
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{
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PreviousPreDelayGain = 0.0f;
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TargetPreDelayGain = 1.0f;
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}
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ReflectionDelayTime = IDelayLine.GetSampleCount(sampleRate, 1000.0f * (parameter.ReflectionDelay + parameter.ReverbDelayTime));
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EchoLateReverbDecay = 0.6f * parameter.Diffusion * 0.01f;
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for (int i = 0; i < FdnDelayLines.Length; i++)
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{
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FdnDelayLines[i].SetDelay(FdnDelayMinTimes[i] + (parameter.Density / 100 * (FdnDelayMaxTimes[i] - FdnDelayMinTimes[i])));
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uint tempSampleCount = FdnDelayLines[i].CurrentSampleCount + DecayDelays1[i].CurrentSampleCount + DecayDelays2[i].CurrentSampleCount;
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float tempA = (-60.0f * tempSampleCount) / (parameter.DecayTime * parameter.SampleRate);
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float tempB = tempA / parameter.HfDecayRatio;
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float tempC = FloatingPointHelper.Cos(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate) / FloatingPointHelper.Sin(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate);
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float tempD = FloatingPointHelper.Pow10((tempB - tempA) / 40.0f);
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float tempE = FloatingPointHelper.Pow10((tempB + tempA) / 40.0f) * 0.7071f;
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DecayDirectFdnGain[i] = tempE * ((tempD * tempC) + 1.0f) / (tempC + tempD);
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DecayCurrentFdnGain[i] = tempE * (1.0f - (tempD * tempC)) / (tempC + tempD);
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DecayCurrentOutputGain[i] = (tempC - tempD) / (tempC + tempD);
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DecayDelays1[i].SetDecayRate(EchoLateReverbDecay);
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DecayDelays2[i].SetDecayRate(EchoLateReverbDecay * -0.9f);
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}
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for (int i = 0; i < EarlyDelayTime.Length; i++)
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{
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uint sampleCount = Math.Min(IDelayLine.GetSampleCount(sampleRate, (parameter.ReflectionDelay * 1000.0f) + (EarlyDelayTimes[i] * 1000.0f * ((parameter.ReverbDelayTime * 0.9998f) + 0.02f))), PreDelayLine.SampleCountMax);
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EarlyDelayTime[i] = sampleCount;
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}
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}
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}
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} |