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/DepopForMixBuffersCommand.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/DepopForMixBuffersCommand.cs')
| -rw-r--r-- | Ryujinx.Audio/Renderer/Dsp/Command/DepopForMixBuffersCommand.cs | 103 |
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); + } + } + } + } +} |
