forked from Mirror/Ryujinx
dff138229c
* amadeus: Allow OOB read of GC-ADPCM coefficients Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge" * amadeus: Fix wrong variable usage in delay effect We should transform the delay line values, not the input. * amadeus: Update GroupedBiquadFilterCommand documentation * amadeus: Simplify PoolMapper alignment checks * amadeus: Update Surround delay effect matrix to REV11 * amadeus: Add drop parameter support and use 32 bits integers for estimate time Also implement accurate ExecuteAudioRendererRendering stub. * Address gdkchan's comments * Address gdkchan's other comments * Address gdkchan's comment
56 lines
No EOL
1.7 KiB
C#
56 lines
No EOL
1.7 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class VolumeRampCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.VolumeRamp;
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public uint EstimatedProcessingTime { get; set; }
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public ushort InputBufferIndex { get; }
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public ushort OutputBufferIndex { get; }
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public float Volume0 { get; }
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public float Volume1 { get; }
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public VolumeRampCommand(float volume0, float volume1, uint bufferIndex, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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InputBufferIndex = (ushort)bufferIndex;
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OutputBufferIndex = (ushort)bufferIndex;
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Volume0 = volume0;
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Volume1 = volume1;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessVolumeRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
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{
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float ramp = (Volume1 - Volume0) / sampleCount;
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float volume = Volume0;
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for (int i = 0; i < sampleCount; i++)
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{
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outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
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volume += ramp;
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}
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}
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public void Process(CommandList context)
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{
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ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
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Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
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ProcessVolumeRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
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}
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}
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} |