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| 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/State/DelayState.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/State/DelayState.cs')
| -rw-r--r-- | Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs | 73 |
1 files changed, 0 insertions, 73 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs b/Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs deleted file mode 100644 index 7b694fb0..00000000 --- a/Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs +++ /dev/null @@ -1,73 +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.Effect; -using Ryujinx.Audio.Renderer.Parameter.Effect; - -namespace Ryujinx.Audio.Renderer.Dsp.State -{ - public class DelayState - { - public DelayLine[] DelayLines { get; } - public float[] LowPassZ { get; set; } - public float FeedbackGain { get; private set; } - public float DelayFeedbackBaseGain { get; private set; } - public float DelayFeedbackCrossGain { get; private set; } - public float LowPassFeedbackGain { get; private set; } - public float LowPassBaseGain { get; private set; } - - private const int FixedPointPrecision = 14; - - public DelayState(ref DelayParameter parameter, ulong workBuffer) - { - DelayLines = new DelayLine[parameter.ChannelCount]; - LowPassZ = new float[parameter.ChannelCount]; - - uint sampleRate = (uint)FixedPointHelper.ToInt(parameter.SampleRate, FixedPointPrecision) / 1000; - - for (int i = 0; i < DelayLines.Length; i++) - { - DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax); - DelayLines[i].SetDelay(parameter.DelayTime); - LowPassZ[0] = 0; - } - - UpdateParameter(ref parameter); - } - - public void UpdateParameter(ref DelayParameter parameter) - { - FeedbackGain = FixedPointHelper.ToFloat(parameter.FeedbackGain, FixedPointPrecision) * 0.98f; - - float channelSpread = FixedPointHelper.ToFloat(parameter.ChannelSpread, FixedPointPrecision); - - DelayFeedbackBaseGain = (1.0f - channelSpread) * FeedbackGain; - - if (parameter.ChannelCount == 4 || parameter.ChannelCount == 6) - { - DelayFeedbackCrossGain = channelSpread * 0.5f * FeedbackGain; - } - else - { - DelayFeedbackCrossGain = channelSpread * FeedbackGain; - } - - LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision); - LowPassBaseGain = 1.0f - LowPassFeedbackGain; - } - } -} |
