diff options
| author | Mary <me@thog.eu> | 2021-02-26 01:11:56 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-02-26 01:11:56 +0100 |
| commit | f556c80d0230056335632b60c71f1567e177239e (patch) | |
| tree | 748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio.Renderer/Dsp/Command/DelayCommand.cs | |
| parent | 1c49089ff00fc87dc4872f135dc6a0d36169a970 (diff) | |
Haydn: Part 1 (#2007)
* Haydn: Part 1
Based on my reverse of audio 11.0.0.
As always, core implementation under LGPLv3 for the same reasons as for Amadeus.
This place the bases of a more flexible audio system while making audout & audin accurate.
This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.
As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).
* Update for latest hexkyz's edits on Switchbrew
* audren: Rollback channel configuration changes
* Address gdkchan's comments
* Fix typo in OpenAL backend driver
* Address last comments
* Fix a nit
* Address gdkchan's comments
Diffstat (limited to 'Ryujinx.Audio.Renderer/Dsp/Command/DelayCommand.cs')
| -rw-r--r-- | Ryujinx.Audio.Renderer/Dsp/Command/DelayCommand.cs | 272 |
1 files changed, 0 insertions, 272 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/Command/DelayCommand.cs b/Ryujinx.Audio.Renderer/Dsp/Command/DelayCommand.cs deleted file mode 100644 index 54234a93..00000000 --- a/Ryujinx.Audio.Renderer/Dsp/Command/DelayCommand.cs +++ /dev/null @@ -1,272 +0,0 @@ -// -// Copyright (c) 2019-2021 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 Ryujinx.Audio.Renderer.Dsp.State; -using Ryujinx.Audio.Renderer.Parameter.Effect; -using Ryujinx.Audio.Renderer.Server.Effect; -using System; -using System.Diagnostics; - -namespace Ryujinx.Audio.Renderer.Dsp.Command -{ - public class DelayCommand : ICommand - { - public bool Enabled { get; set; } - - public int NodeId { get; } - - public CommandType CommandType => CommandType.Delay; - - public ulong EstimatedProcessingTime { get; set; } - - public DelayParameter Parameter => _parameter; - public Memory<DelayState> State { get; } - public ulong WorkBuffer { get; } - public ushort[] OutputBufferIndices { get; } - public ushort[] InputBufferIndices { get; } - public bool IsEffectEnabled { get; } - - private DelayParameter _parameter; - - private const int FixedPointPrecision = 14; - - public DelayCommand(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, ulong workBuffer, int nodeId) - { - Enabled = true; - NodeId = nodeId; - _parameter = parameter; - State = state; - WorkBuffer = workBuffer; - - IsEffectEnabled = isEnabled; - - InputBufferIndices = new ushort[RendererConstants.VoiceChannelCountMax]; - OutputBufferIndices = new ushort[RendererConstants.VoiceChannelCountMax]; - - for (int i = 0; i < Parameter.ChannelCount; i++) - { - InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]); - OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]); - } - } - - private void ProcessDelayMono(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount) - { - ref DelayState state = ref State.Span[0]; - - float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision); - float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); - float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); - float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); - - for (int i = 0; i < sampleCount; i++) - { - float input = inputBuffer[i] * 64; - float delayLineValue = state.DelayLines[0].Read(); - - float lowPassResult = input * inGain + delayLineValue * feedbackGain * state.LowPassBaseGain + state.LowPassZ[0] * state.LowPassFeedbackGain; - - state.LowPassZ[0] = lowPassResult; - - state.DelayLines[0].Update(lowPassResult); - - outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64; - } - } - - private void ProcessDelayStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount) - { - ref DelayState state = ref State.Span[0]; - - float[] channelInput = new float[Parameter.ChannelCount]; - float[] delayLineValues = new float[Parameter.ChannelCount]; - float[] temp = new float[Parameter.ChannelCount]; - - float delayFeedbackBaseGain = state.DelayFeedbackBaseGain; - float delayFeedbackCrossGain = state.DelayFeedbackCrossGain; - float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); - float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); - float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); - - for (int i = 0; i < sampleCount; i++) - { - for (int j = 0; j < Parameter.ChannelCount; j++) - { - channelInput[j] = inputBuffers[j].Span[i] * 64; - delayLineValues[j] = state.DelayLines[j].Read(); - } - - temp[0] = channelInput[0] * inGain + delayLineValues[1] * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain; - temp[1] = channelInput[1] * inGain + delayLineValues[0] * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain; - - for (int j = 0; j < Parameter.ChannelCount; j++) - { - float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain; - - state.LowPassZ[j] = lowPassResult; - state.DelayLines[j].Update(lowPassResult); - - outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64; - } - } - } - - private void ProcessDelayQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount) - { - ref DelayState state = ref State.Span[0]; - - float[] channelInput = new float[Parameter.ChannelCount]; - float[] delayLineValues = new float[Parameter.ChannelCount]; - float[] temp = new float[Parameter.ChannelCount]; - - float delayFeedbackBaseGain = state.DelayFeedbackBaseGain; - float delayFeedbackCrossGain = state.DelayFeedbackCrossGain; - float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); - float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); - float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); - - for (int i = 0; i < sampleCount; i++) - { - for (int j = 0; j < Parameter.ChannelCount; j++) - { - channelInput[j] = inputBuffers[j].Span[i] * 64; - delayLineValues[j] = state.DelayLines[j].Read(); - } - - temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain; - temp[1] = channelInput[1] * inGain + (delayLineValues[0] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain; - temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain; - temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain; - - for (int j = 0; j < Parameter.ChannelCount; j++) - { - float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain; - - state.LowPassZ[j] = lowPassResult; - state.DelayLines[j].Update(lowPassResult); - - outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64; - } - } - } - - private void ProcessDelaySurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount) - { - ref DelayState state = ref State.Span[0]; - - float[] channelInput = new float[Parameter.ChannelCount]; - float[] delayLineValues = new float[Parameter.ChannelCount]; - float[] temp = new float[Parameter.ChannelCount]; - - float delayFeedbackBaseGain = state.DelayFeedbackBaseGain; - float delayFeedbackCrossGain = state.DelayFeedbackCrossGain; - float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision); - float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision); - float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision); - - for (int i = 0; i < sampleCount; i++) - { - for (int j = 0; j < Parameter.ChannelCount; j++) - { - channelInput[j] = inputBuffers[j].Span[i] * 64; - delayLineValues[j] = state.DelayLines[j].Read(); - } - - temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[4]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain; - temp[1] = channelInput[1] * inGain + (delayLineValues[4] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain; - temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain; - temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain; - temp[4] = channelInput[4] * inGain + (delayLineValues[0] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[4] * delayFeedbackBaseGain; - temp[5] = channelInput[5] * inGain + delayLineValues[5] * delayFeedbackBaseGain; - - for (int j = 0; j < Parameter.ChannelCount; j++) - { - float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain; - - state.LowPassZ[j] = lowPassResult; - state.DelayLines[j].Update(lowPassResult); - - outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64; - } - } - } - - private void ProcessDelay(CommandList context) - { - Debug.Assert(Parameter.IsChannelCountValid()); - - if (IsEffectEnabled && Parameter.IsChannelCountValid()) - { - ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount]; - Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount]; - - for (int i = 0; i < Parameter.ChannelCount; i++) - { - inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]); - outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]); - } - - switch (Parameter.ChannelCount) - { - case 1: - ProcessDelayMono(outputBuffers[0].Span, inputBuffers[0].Span, context.SampleCount); - break; - case 2: - ProcessDelayStereo(outputBuffers, inputBuffers, context.SampleCount); - break; - case 4: - ProcessDelayQuadraphonic(outputBuffers, inputBuffers, context.SampleCount); - break; - case 6: - ProcessDelaySurround(outputBuffers, inputBuffers, context.SampleCount); - break; - default: - throw new NotImplementedException($"{Parameter.ChannelCount}"); - } - } - else - { - for (int i = 0; i < Parameter.ChannelCount; i++) - { - if (InputBufferIndices[i] != OutputBufferIndices[i]) - { - context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i])); - } - } - } - } - - public void Process(CommandList context) - { - ref DelayState state = ref State.Span[0]; - - if (IsEffectEnabled) - { - if (Parameter.Status == UsageState.Invalid) - { - state = new DelayState(ref _parameter, WorkBuffer); - } - else if (Parameter.Status == UsageState.New) - { - state.UpdateParameter(ref _parameter); - } - } - - ProcessDelay(context); - } - } -} |
