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-rw-r--r--Ryujinx.Audio.Renderer/Dsp/State/AdpcmLoopContext.cs29
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/State/AuxiliaryBufferHeader.cs60
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/State/BiquadFilterState.cs28
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs73
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/State/Reverb3dState.cs136
-rw-r--r--Ryujinx.Audio.Renderer/Dsp/State/ReverbState.cs221
6 files changed, 547 insertions, 0 deletions
diff --git a/Ryujinx.Audio.Renderer/Dsp/State/AdpcmLoopContext.cs b/Ryujinx.Audio.Renderer/Dsp/State/AdpcmLoopContext.cs
new file mode 100644
index 00000000..0a218320
--- /dev/null
+++ b/Ryujinx.Audio.Renderer/Dsp/State/AdpcmLoopContext.cs
@@ -0,0 +1,29 @@
+//
+// Copyright (c) 2019-2020 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.Runtime.InteropServices;
+
+namespace Ryujinx.Audio.Renderer.Dsp.State
+{
+ [StructLayout(LayoutKind.Sequential, Pack = 1, Size = 6)]
+ public struct AdpcmLoopContext
+ {
+ public short PredScale;
+ public short History0;
+ public short History1;
+ }
+}
diff --git a/Ryujinx.Audio.Renderer/Dsp/State/AuxiliaryBufferHeader.cs b/Ryujinx.Audio.Renderer/Dsp/State/AuxiliaryBufferHeader.cs
new file mode 100644
index 00000000..eebbac53
--- /dev/null
+++ b/Ryujinx.Audio.Renderer/Dsp/State/AuxiliaryBufferHeader.cs
@@ -0,0 +1,60 @@
+//
+// Copyright (c) 2019-2020 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.Cpu;
+using System.Runtime.InteropServices;
+
+namespace Ryujinx.Audio.Renderer.Dsp.State
+{
+ [StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x40)]
+ public struct AuxiliaryBufferHeader
+ {
+ [StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0xC)]
+ public struct AuxiliaryBufferInfo
+ {
+ private const uint ReadOffsetPosition = 0x0;
+ private const uint WriteOffsetPosition = 0x4;
+
+ public uint ReadOffset;
+ public uint WriteOffset;
+ private uint _reserved;
+
+ public static uint GetReadOffset(MemoryManager manager, ulong bufferAddress)
+ {
+ return manager.Read<uint>(bufferAddress + ReadOffsetPosition);
+ }
+
+ public static uint GetWriteOffset(MemoryManager manager, ulong bufferAddress)
+ {
+ return manager.Read<uint>(bufferAddress + WriteOffsetPosition);
+ }
+
+ public static void SetReadOffset(MemoryManager manager, ulong bufferAddress, uint value)
+ {
+ manager.Write(bufferAddress + ReadOffsetPosition, value);
+ }
+
+ public static void SetWriteOffset(MemoryManager manager, ulong bufferAddress, uint value)
+ {
+ manager.Write(bufferAddress + WriteOffsetPosition, value);
+ }
+ }
+
+ public AuxiliaryBufferInfo BufferInfo;
+ public unsafe fixed uint Unknown[13];
+ }
+}
diff --git a/Ryujinx.Audio.Renderer/Dsp/State/BiquadFilterState.cs b/Ryujinx.Audio.Renderer/Dsp/State/BiquadFilterState.cs
new file mode 100644
index 00000000..01886b8f
--- /dev/null
+++ b/Ryujinx.Audio.Renderer/Dsp/State/BiquadFilterState.cs
@@ -0,0 +1,28 @@
+//
+// Copyright (c) 2019-2020 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.Runtime.InteropServices;
+
+namespace Ryujinx.Audio.Renderer.Dsp.State
+{
+ [StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x10)]
+ public struct BiquadFilterState
+ {
+ public float Z1;
+ public float Z2;
+ }
+}
diff --git a/Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs b/Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs
new file mode 100644
index 00000000..c6275bef
--- /dev/null
+++ b/Ryujinx.Audio.Renderer/Dsp/State/DelayState.cs
@@ -0,0 +1,73 @@
+//
+// Copyright (c) 2019-2020 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;
+ }
+ }
+}
diff --git a/Ryujinx.Audio.Renderer/Dsp/State/Reverb3dState.cs b/Ryujinx.Audio.Renderer/Dsp/State/Reverb3dState.cs
new file mode 100644
index 00000000..3b119b92
--- /dev/null
+++ b/Ryujinx.Audio.Renderer/Dsp/State/Reverb3dState.cs
@@ -0,0 +1,136 @@
+//
+// Copyright (c) 2019-2020 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;
+using System;
+
+namespace Ryujinx.Audio.Renderer.Dsp.State
+{
+ public class Reverb3dState
+ {
+ private readonly float[] FdnDelayMinTimes = new float[4] { 5.0f, 6.0f, 13.0f, 14.0f };
+ private readonly float[] FdnDelayMaxTimes = new float[4] { 45.704f, 82.782f, 149.94f, 271.58f };
+ private readonly float[] DecayDelayMaxTimes1 = new float[4] { 17.0f, 13.0f, 9.0f, 7.0f };
+ private readonly float[] DecayDelayMaxTimes2 = new float[4] { 19.0f, 11.0f, 10.0f, 6.0f };
+ private readonly float[] EarlyDelayTimes = new float[20] { 0.017136f, 0.059154f, 0.16173f, 0.39019f, 0.42526f, 0.45541f, 0.68974f, 0.74591f, 0.83384f, 0.8595f, 0.0f, 0.075024f, 0.16879f, 0.2999f, 0.33744f, 0.3719f, 0.59901f, 0.71674f, 0.81786f, 0.85166f };
+ public readonly float[] EarlyGain = new float[20] { 0.67096f, 0.61027f, 1.0f, 0.35680f, 0.68361f, 0.65978f, 0.51939f, 0.24712f, 0.45945f, 0.45021f, 0.64196f, 0.54879f, 0.92925f, 0.38270f, 0.72867f, 0.69794f, 0.5464f, 0.24563f, 0.45214f, 0.44042f };
+
+ public IDelayLine[] FdnDelayLines { get; }
+ public DecayDelay[] DecayDelays1 { get; }
+ public DecayDelay[] DecayDelays2 { get; }
+ public IDelayLine PreDelayLine { get; }
+ public IDelayLine BackLeftDelayLine { get; }
+ public float DryGain { get; private set; }
+ public uint[] EarlyDelayTime { get; private set; }
+ public float PreviousPreDelayValue { get; set; }
+ public float PreviousPreDelayGain { get; private set; }
+ public float TargetPreDelayGain { get; private set; }
+ public float EarlyReflectionsGain { get; private set; }
+ public float LateReverbGain { get; private set; }
+ public uint ReflectionDelayTime { get; private set; }
+ public float EchoLateReverbDecay { get; private set; }
+ public float[] DecayDirectFdnGain { get; private set; }
+ public float[] DecayCurrentFdnGain { get; private set; }
+ public float[] DecayCurrentOutputGain { get; private set; }
+ public float[] PreviousFeedbackOutputDecayed { get; private set; }
+
+ public Reverb3dState(ref Reverb3dParameter parameter, ulong workBuffer)
+ {
+ FdnDelayLines = new IDelayLine[4];
+ DecayDelays1 = new DecayDelay[4];
+ DecayDelays2 = new DecayDelay[4];
+ DecayDirectFdnGain = new float[4];
+ DecayCurrentFdnGain = new float[4];
+ DecayCurrentOutputGain = new float[4];
+ PreviousFeedbackOutputDecayed = new float[4];
+
+ uint sampleRate = parameter.SampleRate / 1000;
+
+ for (int i = 0; i < 4; i++)
+ {
+ FdnDelayLines[i] = new DelayLine3d(sampleRate, FdnDelayMaxTimes[i]);
+ DecayDelays1[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes1[i]));
+ DecayDelays2[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes2[i]));
+ }
+
+ PreDelayLine = new DelayLine3d(sampleRate, 400);
+ BackLeftDelayLine = new DelayLine3d(sampleRate, 5);
+
+ UpdateParameter(ref parameter);
+ }
+
+ public void UpdateParameter(ref Reverb3dParameter parameter)
+ {
+ uint sampleRate = parameter.SampleRate / 1000;
+
+ EarlyDelayTime = new uint[20];
+ DryGain = parameter.DryGain;
+ PreviousFeedbackOutputDecayed.AsSpan().Fill(0);
+ PreviousPreDelayValue = 0;
+
+ EarlyReflectionsGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReflectionsGain, 5000.0f) / 2000.0f);
+ LateReverbGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReverbGain, 5000.0f) / 2000.0f);
+
+ float highFrequencyRoomGain = FloatingPointHelper.Pow10(parameter.RoomHf / 2000.0f);
+
+ if (highFrequencyRoomGain < 1.0f)
+ {
+ float tempA = 1.0f - highFrequencyRoomGain;
+ float tempB = 2.0f - ((2.0f * highFrequencyRoomGain) * FloatingPointHelper.Cos(256.0f * parameter.HfReference / parameter.SampleRate));
+ float tempC = MathF.Sqrt(MathF.Pow(tempB, 2) - (4.0f * (1.0f - highFrequencyRoomGain) * (1.0f - highFrequencyRoomGain)));
+
+ PreviousPreDelayGain = (tempB - tempC) / (2.0f * tempA);
+ TargetPreDelayGain = 1.0f - PreviousPreDelayGain;
+ }
+ else
+ {
+ PreviousPreDelayGain = 0.0f;
+ TargetPreDelayGain = 1.0f;
+ }
+
+ ReflectionDelayTime = IDelayLine.GetSampleCount(sampleRate, 1000.0f * (parameter.ReflectionDelay + parameter.ReverbDelayTime));
+ EchoLateReverbDecay = 0.6f * parameter.Diffusion * 0.01f;
+
+ for (int i = 0; i < FdnDelayLines.Length; i++)
+ {
+ FdnDelayLines[i].SetDelay(FdnDelayMinTimes[i] + (parameter.Density / 100 * (FdnDelayMaxTimes[i] - FdnDelayMinTimes[i])));
+
+ uint tempSampleCount = FdnDelayLines[i].CurrentSampleCount + DecayDelays1[i].CurrentSampleCount + DecayDelays2[i].CurrentSampleCount;
+
+ float tempA = (-60.0f * tempSampleCount) / (parameter.DecayTime * parameter.SampleRate);
+ float tempB = tempA / parameter.HfDecayRatio;
+ float tempC = FloatingPointHelper.Cos(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate) / FloatingPointHelper.Sin(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate);
+ float tempD = FloatingPointHelper.Pow10((tempB - tempA) / 40.0f);
+ float tempE = FloatingPointHelper.Pow10((tempB + tempA) / 40.0f) * 0.7071f;
+
+ DecayDirectFdnGain[i] = tempE * ((tempD * tempC) + 1.0f) / (tempC + tempD);
+ DecayCurrentFdnGain[i] = tempE * (1.0f - (tempD * tempC)) / (tempC + tempD);
+ DecayCurrentOutputGain[i] = (tempC - tempD) / (tempC + tempD);
+
+ DecayDelays1[i].SetDecayRate(EchoLateReverbDecay);
+ DecayDelays2[i].SetDecayRate(EchoLateReverbDecay * -0.9f);
+ }
+
+ for (int i = 0; i < EarlyDelayTime.Length; i++)
+ {
+ uint sampleCount = Math.Min(IDelayLine.GetSampleCount(sampleRate, (parameter.ReflectionDelay * 1000.0f) + (EarlyDelayTimes[i] * 1000.0f * ((parameter.ReverbDelayTime * 0.9998f) + 0.02f))), PreDelayLine.SampleCountMax);
+ EarlyDelayTime[i] = sampleCount;
+ }
+ }
+ }
+}
diff --git a/Ryujinx.Audio.Renderer/Dsp/State/ReverbState.cs b/Ryujinx.Audio.Renderer/Dsp/State/ReverbState.cs
new file mode 100644
index 00000000..31b03dd6
--- /dev/null
+++ b/Ryujinx.Audio.Renderer/Dsp/State/ReverbState.cs
@@ -0,0 +1,221 @@
+//
+// Copyright (c) 2019-2020 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.Common;
+using Ryujinx.Audio.Renderer.Dsp.Effect;
+using Ryujinx.Audio.Renderer.Parameter.Effect;
+using System;
+
+namespace Ryujinx.Audio.Renderer.Dsp.State
+{
+ public class ReverbState
+ {
+ private static readonly float[] FdnDelayTimes = new float[20]
+ {
+ // Room
+ 53.953247f, 79.192566f, 116.238770f, 130.615295f,
+ // Hall
+ 53.953247f, 79.192566f, 116.238770f, 170.615295f,
+ // Plate
+ 5f, 10f, 5f, 10f,
+ // Cathedral
+ 47.03f, 71f, 103f, 170f,
+ // Max delay (Hall is the one with the highest values so identical to Hall)
+ 53.953247f, 79.192566f, 116.238770f, 170.615295f,
+ };
+
+ private static readonly float[] DecayDelayTimes = new float[20]
+ {
+ // Room
+ 7f, 9f, 13f, 17f,
+ // Hall
+ 7f, 9f, 13f, 17f,
+ // Plate (no decay)
+ 1f, 1f, 1f, 1f,
+ // Cathedral
+ 7f, 7f, 13f, 9f,
+ // Max delay (Hall is the one with the highest values so identical to Hall)
+ 7f, 9f, 13f, 17f,
+ };
+
+ private static readonly float[] EarlyDelayTimes = new float[50]
+ {
+ // Room
+ 0.0f, 3.5f, 2.8f, 3.9f, 2.7f, 13.4f, 7.9f, 8.4f, 9.9f, 12.0f,
+ // Chamber
+ 0.0f, 11.8f, 5.5f, 11.2f, 10.4f, 38.1f, 22.2f, 29.6f, 21.2f, 24.8f,
+ // Hall
+ 0.0f, 41.5f, 20.5f, 41.3f, 0.0f, 29.5f, 33.8f, 45.2f, 46.8f, 0.0f,
+ // Cathedral
+ 33.1f, 43.3f, 22.8f, 37.9f, 14.9f, 35.3f, 17.9f, 34.2f, 0.0f, 43.3f,
+ // Disabled
+ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
+ };
+
+ private static readonly float[] EarlyGainBase = new float[50]
+ {
+ // Room
+ 0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f,
+ // Chamber
+ 0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f, 0.68f, 0.68f,
+ // Hall
+ 0.50f, 0.70f, 0.70f, 0.68f, 0.50f, 0.68f, 0.68f, 0.70f, 0.68f, 0.00f,
+ // Cathedral
+ 0.93f, 0.92f, 0.87f, 0.86f, 0.94f, 0.81f, 0.80f, 0.77f, 0.76f, 0.65f,
+ // Disabled
+ 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f
+ };
+
+ private static readonly float[] PreDelayTimes = new float[5]
+ {
+ // Room
+ 12.5f,
+ // Chamber
+ 40.0f,
+ // Hall
+ 50.0f,
+ // Cathedral
+ 50.0f,
+ // Disabled
+ 0.0f
+ };
+
+ public IDelayLine[] FdnDelayLines { get; }
+ public DecayDelay[] DecayDelays { get; }
+ public IDelayLine PreDelayLine { get; }
+ public IDelayLine BackLeftDelayLine { get; }
+ public uint[] EarlyDelayTime { get; }
+ public float[] EarlyGain { get; }
+ public uint PreDelayLineDelayTime { get; private set; }
+
+ public float[] HighFrequencyDecayDirectGain { get; }
+ public float[] HighFrequencyDecayPreviousGain { get; }
+ public float[] PreviousFeedbackOutput { get; }
+
+ public const int EarlyModeCount = 10;
+
+ private const int FixedPointPrecision = 14;
+
+ private ReadOnlySpan<float> GetFdnDelayTimesByLateMode(ReverbLateMode lateMode)
+ {
+ return FdnDelayTimes.AsSpan().Slice((int)lateMode * 4, 4);
+ }
+
+ private ReadOnlySpan<float> GetDecayDelayTimesByLateMode(ReverbLateMode lateMode)
+ {
+ return DecayDelayTimes.AsSpan().Slice((int)lateMode * 4, 4);
+ }
+
+ public ReverbState(ref ReverbParameter parameter, ulong workBuffer, bool isLongSizePreDelaySupported)
+ {
+ FdnDelayLines = new IDelayLine[4];
+ DecayDelays = new DecayDelay[4];
+ EarlyDelayTime = new uint[EarlyModeCount];
+ EarlyGain = new float[EarlyModeCount];
+ HighFrequencyDecayDirectGain = new float[4];
+ HighFrequencyDecayPreviousGain = new float[4];
+ PreviousFeedbackOutput = new float[4];
+
+ ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(ReverbLateMode.Limit);
+ ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(ReverbLateMode.Limit);
+
+ uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
+
+ for (int i = 0; i < 4; i++)
+ {
+ FdnDelayLines[i] = new DelayLine(sampleRate, fdnDelayTimes[i]);
+ DecayDelays[i] = new DecayDelay(new DelayLine(sampleRate, decayDelayTimes[i]));
+ }
+
+ float preDelayTimeMax = 150.0f;
+
+ if (isLongSizePreDelaySupported)
+ {
+ preDelayTimeMax = 350.0f;
+ }
+
+ PreDelayLine = new DelayLine(sampleRate, preDelayTimeMax);
+ BackLeftDelayLine = new DelayLine(sampleRate, 5.0f);
+
+ UpdateParameter(ref parameter);
+ }
+
+ public void UpdateParameter(ref ReverbParameter parameter)
+ {
+ uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
+
+ float preDelayTimeInMilliseconds = FixedPointHelper.ToFloat(parameter.PreDelayTime, FixedPointPrecision);
+ float earlyGain = FixedPointHelper.ToFloat(parameter.EarlyGain, FixedPointPrecision);
+ float coloration = FixedPointHelper.ToFloat(parameter.Coloration, FixedPointPrecision);
+ float decayTime = FixedPointHelper.ToFloat(parameter.DecayTime, FixedPointPrecision);
+
+ for (int i = 0; i < 10; i++)
+ {
+ EarlyDelayTime[i] = Math.Min(IDelayLine.GetSampleCount(sampleRate, EarlyDelayTimes[i] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax) + 1;
+ EarlyGain[i] = EarlyGainBase[i] * earlyGain;
+ }
+
+ if (parameter.ChannelCount == 2)
+ {
+ EarlyGain[4] = EarlyGain[4] * 0.5f;
+ EarlyGain[5] = EarlyGain[5] * 0.5f;
+ }
+
+ PreDelayLineDelayTime = Math.Min(IDelayLine.GetSampleCount(sampleRate, PreDelayTimes[(int)parameter.EarlyMode] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax);
+
+ ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(parameter.LateMode);
+ ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(parameter.LateMode);
+
+ float highFrequencyDecayRatio = FixedPointHelper.ToFloat(parameter.HighFrequencyDecayRatio, FixedPointPrecision);
+ float highFrequencyUnknownValue = FloatingPointHelper.Cos(1280.0f / sampleRate);
+
+ for (int i = 0; i < 4; i++)
+ {
+ FdnDelayLines[i].SetDelay(fdnDelayTimes[i]);
+ DecayDelays[i].SetDelay(decayDelayTimes[i]);
+
+ float tempA = -3 * (DecayDelays[i].CurrentSampleCount + FdnDelayLines[i].CurrentSampleCount);
+ float tempB = tempA / (decayTime * sampleRate);
+ float tempC;
+ float tempD;
+
+ if (highFrequencyDecayRatio < 0.995f)
+ {
+ float tempE = FloatingPointHelper.Pow10((((1.0f / highFrequencyDecayRatio) - 1.0f) * 2) / 100 * (tempB / 10));
+ float tempF = 1.0f - tempE;
+ float tempG = 2.0f - (tempE * 2 * highFrequencyUnknownValue);
+ float tempH = MathF.Sqrt((tempG * tempG) - (tempF * tempF * 4));
+
+ tempC = (tempG - tempH) / (tempF * 2);
+ tempD = 1.0f - tempC;
+ }
+ else
+ {
+ // no high frequency decay ratio
+ tempC = 0.0f;
+ tempD = 1.0f;
+ }
+
+ HighFrequencyDecayDirectGain[i] = FloatingPointHelper.Pow10(tempB / 1000) * tempD * 0.7071f;
+ HighFrequencyDecayPreviousGain[i] = tempC;
+ PreviousFeedbackOutput[i] = 0.0f;
+
+ DecayDelays[i].SetDecayRate(0.6f * (1.0f - coloration));
+ }
+ }
+ }
+}