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* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
222 lines
8.7 KiB
C#
222 lines
8.7 KiB
C#
//
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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 Ryujinx.Audio.Renderer.Common;
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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 ReverbState
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{
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private static readonly float[] FdnDelayTimes = new float[20]
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{
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// Room
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53.953247f, 79.192566f, 116.238770f, 130.615295f,
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// Hall
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53.953247f, 79.192566f, 116.238770f, 170.615295f,
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// Plate
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5f, 10f, 5f, 10f,
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// Cathedral
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47.03f, 71f, 103f, 170f,
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// Max delay (Hall is the one with the highest values so identical to Hall)
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53.953247f, 79.192566f, 116.238770f, 170.615295f,
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};
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private static readonly float[] DecayDelayTimes = new float[20]
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{
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// Room
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7f, 9f, 13f, 17f,
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// Hall
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7f, 9f, 13f, 17f,
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// Plate (no decay)
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1f, 1f, 1f, 1f,
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// Cathedral
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7f, 7f, 13f, 9f,
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// Max delay (Hall is the one with the highest values so identical to Hall)
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7f, 9f, 13f, 17f,
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};
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private static readonly float[] EarlyDelayTimes = new float[50]
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{
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// Room
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0.0f, 3.5f, 2.8f, 3.9f, 2.7f, 13.4f, 7.9f, 8.4f, 9.9f, 12.0f,
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// Chamber
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0.0f, 11.8f, 5.5f, 11.2f, 10.4f, 38.1f, 22.2f, 29.6f, 21.2f, 24.8f,
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// Hall
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0.0f, 41.5f, 20.5f, 41.3f, 0.0f, 29.5f, 33.8f, 45.2f, 46.8f, 0.0f,
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// Cathedral
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33.1f, 43.3f, 22.8f, 37.9f, 14.9f, 35.3f, 17.9f, 34.2f, 0.0f, 43.3f,
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// Disabled
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0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
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};
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private static readonly float[] EarlyGainBase = new float[50]
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{
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// Room
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0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f,
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// Chamber
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0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f, 0.68f, 0.68f,
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// Hall
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0.50f, 0.70f, 0.70f, 0.68f, 0.50f, 0.68f, 0.68f, 0.70f, 0.68f, 0.00f,
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// Cathedral
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0.93f, 0.92f, 0.87f, 0.86f, 0.94f, 0.81f, 0.80f, 0.77f, 0.76f, 0.65f,
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// Disabled
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0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f
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};
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private static readonly float[] PreDelayTimes = new float[5]
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{
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// Room
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12.5f,
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// Chamber
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40.0f,
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// Hall
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50.0f,
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// Cathedral
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50.0f,
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// Disabled
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0.0f
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};
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public IDelayLine[] FdnDelayLines { get; }
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public DecayDelay[] DecayDelays { get; }
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public IDelayLine PreDelayLine { get; }
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public IDelayLine BackLeftDelayLine { get; }
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public uint[] EarlyDelayTime { get; }
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public float[] EarlyGain { get; }
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public uint PreDelayLineDelayTime { get; private set; }
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public float[] HighFrequencyDecayDirectGain { get; }
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public float[] HighFrequencyDecayPreviousGain { get; }
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public float[] PreviousFeedbackOutput { get; }
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public const int EarlyModeCount = 10;
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private const int FixedPointPrecision = 14;
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private ReadOnlySpan<float> GetFdnDelayTimesByLateMode(ReverbLateMode lateMode)
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{
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return FdnDelayTimes.AsSpan().Slice((int)lateMode * 4, 4);
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}
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private ReadOnlySpan<float> GetDecayDelayTimesByLateMode(ReverbLateMode lateMode)
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{
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return DecayDelayTimes.AsSpan().Slice((int)lateMode * 4, 4);
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}
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public ReverbState(ref ReverbParameter parameter, ulong workBuffer, bool isLongSizePreDelaySupported)
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{
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FdnDelayLines = new IDelayLine[4];
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DecayDelays = new DecayDelay[4];
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EarlyDelayTime = new uint[EarlyModeCount];
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EarlyGain = new float[EarlyModeCount];
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HighFrequencyDecayDirectGain = new float[4];
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HighFrequencyDecayPreviousGain = new float[4];
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PreviousFeedbackOutput = new float[4];
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ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(ReverbLateMode.Limit);
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ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(ReverbLateMode.Limit);
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uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
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for (int i = 0; i < 4; i++)
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{
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FdnDelayLines[i] = new DelayLine(sampleRate, fdnDelayTimes[i]);
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DecayDelays[i] = new DecayDelay(new DelayLine(sampleRate, decayDelayTimes[i]));
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}
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float preDelayTimeMax = 150.0f;
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if (isLongSizePreDelaySupported)
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{
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preDelayTimeMax = 350.0f;
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}
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PreDelayLine = new DelayLine(sampleRate, preDelayTimeMax);
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BackLeftDelayLine = new DelayLine(sampleRate, 5.0f);
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UpdateParameter(ref parameter);
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}
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public void UpdateParameter(ref ReverbParameter parameter)
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{
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uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
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float preDelayTimeInMilliseconds = FixedPointHelper.ToFloat(parameter.PreDelayTime, FixedPointPrecision);
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float earlyGain = FixedPointHelper.ToFloat(parameter.EarlyGain, FixedPointPrecision);
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float coloration = FixedPointHelper.ToFloat(parameter.Coloration, FixedPointPrecision);
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float decayTime = FixedPointHelper.ToFloat(parameter.DecayTime, FixedPointPrecision);
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for (int i = 0; i < 10; i++)
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{
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EarlyDelayTime[i] = Math.Min(IDelayLine.GetSampleCount(sampleRate, EarlyDelayTimes[i] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax) + 1;
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EarlyGain[i] = EarlyGainBase[i] * earlyGain;
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}
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if (parameter.ChannelCount == 2)
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{
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EarlyGain[4] = EarlyGain[4] * 0.5f;
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EarlyGain[5] = EarlyGain[5] * 0.5f;
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}
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PreDelayLineDelayTime = Math.Min(IDelayLine.GetSampleCount(sampleRate, PreDelayTimes[(int)parameter.EarlyMode] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax);
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ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(parameter.LateMode);
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ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(parameter.LateMode);
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float highFrequencyDecayRatio = FixedPointHelper.ToFloat(parameter.HighFrequencyDecayRatio, FixedPointPrecision);
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float highFrequencyUnknownValue = FloatingPointHelper.Cos(1280.0f / sampleRate);
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for (int i = 0; i < 4; i++)
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{
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FdnDelayLines[i].SetDelay(fdnDelayTimes[i]);
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DecayDelays[i].SetDelay(decayDelayTimes[i]);
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float tempA = -3 * (DecayDelays[i].CurrentSampleCount + FdnDelayLines[i].CurrentSampleCount);
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float tempB = tempA / (decayTime * sampleRate);
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float tempC;
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float tempD;
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if (highFrequencyDecayRatio < 0.995f)
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{
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float tempE = FloatingPointHelper.Pow10((((1.0f / highFrequencyDecayRatio) - 1.0f) * 2) / 100 * (tempB / 10));
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float tempF = 1.0f - tempE;
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float tempG = 2.0f - (tempE * 2 * highFrequencyUnknownValue);
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float tempH = MathF.Sqrt((tempG * tempG) - (tempF * tempF * 4));
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tempC = (tempG - tempH) / (tempF * 2);
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tempD = 1.0f - tempC;
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}
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else
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{
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// no high frequency decay ratio
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tempC = 0.0f;
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tempD = 1.0f;
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}
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HighFrequencyDecayDirectGain[i] = FloatingPointHelper.Pow10(tempB / 1000) * tempD * 0.7071f;
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HighFrequencyDecayPreviousGain[i] = tempC;
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PreviousFeedbackOutput[i] = 0.0f;
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DecayDelays[i].SetDecayRate(0.6f * (1.0f - coloration));
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}
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}
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}
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}
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