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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, 103 insertions, 0 deletions
diff --git a/Ryujinx.Audio/Renderer/Dsp/Command/DepopForMixBuffersCommand.cs b/Ryujinx.Audio/Renderer/Dsp/Command/DepopForMixBuffersCommand.cs
new file mode 100644
index 00000000..c6feacfb
--- /dev/null
+++ b/Ryujinx.Audio/Renderer/Dsp/Command/DepopForMixBuffersCommand.cs
@@ -0,0 +1,103 @@
+//
+// 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);
+ }
+ }
+ }
+ }
+}