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authorMary <me@thog.eu>2021-02-26 01:11:56 +0100
committerGitHub <noreply@github.com>2021-02-26 01:11:56 +0100
commitf556c80d0230056335632b60c71f1567e177239e (patch)
tree748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio.Renderer/Dsp/Command/DepopForMixBuffersCommand.cs
parent1c49089ff00fc87dc4872f135dc6a0d36169a970 (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/DepopForMixBuffersCommand.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/Command/DepopForMixBuffersCommand.cs103
1 files changed, 0 insertions, 103 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/Command/DepopForMixBuffersCommand.cs b/Ryujinx.Audio.Renderer/Dsp/Command/DepopForMixBuffersCommand.cs
deleted file mode 100644
index c6feacfb..00000000
--- a/Ryujinx.Audio.Renderer/Dsp/Command/DepopForMixBuffersCommand.cs
+++ /dev/null
@@ -1,103 +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 System;
-
-namespace Ryujinx.Audio.Renderer.Dsp.Command
-{
- public class DepopForMixBuffersCommand : ICommand
- {
- public bool Enabled { get; set; }
-
- public int NodeId { get; }
-
- public CommandType CommandType => CommandType.DepopForMixBuffers;
-
- public ulong EstimatedProcessingTime { get; set; }
-
- public uint MixBufferOffset { get; }
-
- public uint MixBufferCount { get; }
-
- public float Decay { get; }
-
- public Memory<float> DepopBuffer { get; }
-
- private const int FixedPointPrecisionForDecay = 15;
-
- public DepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint mixBufferCount, int nodeId, uint sampleRate)
- {
- Enabled = true;
- NodeId = nodeId;
- MixBufferOffset = bufferOffset;
- MixBufferCount = mixBufferCount;
- DepopBuffer = depopBuffer;
-
- if (sampleRate == 48000)
- {
- Decay = 0.962189f;
- }
- else // if (sampleRate == 32000)
- {
- Decay = 0.943695f;
- }
- }
-
- private float ProcessDepopMix(Span<float> buffer, float depopValue, uint sampleCount)
- {
- if (depopValue <= 0)
- {
- for (int i = 0; i < sampleCount; i++)
- {
- depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
-
- buffer[i] -= depopValue;
- }
-
- return -depopValue;
- }
- else
- {
- for (int i = 0; i < sampleCount; i++)
- {
- depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
-
- buffer[i] += depopValue;
- }
-
- return depopValue;
- }
-
- }
-
- public void Process(CommandList context)
- {
- uint bufferCount = Math.Min(MixBufferOffset + MixBufferCount, context.BufferCount);
-
- for (int i = (int)MixBufferOffset; i < bufferCount; i++)
- {
- float depopValue = DepopBuffer.Span[i];
- if (depopValue != 0)
- {
- Span<float> buffer = context.GetBuffer(i);
-
- DepopBuffer.Span[i] = ProcessDepopMix(buffer, depopValue, context.SampleCount);
- }
- }
- }
- }
-}