mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-24 07:14:15 +00:00
Fix audio renderer compressor effect (#5742)
* Delete DecibelToLinearExtended and fix Log10 function * Fix CopyBuffer and ClearBuffer * Change effect states from class to struct + formatting * Formatting * Make UpdateLowPassFilter readonly * More compressor fixes
This commit is contained in:
parent
bc44b85b0b
commit
41b104d0fb
13 changed files with 92 additions and 77 deletions
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@ -31,9 +31,18 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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public bool IsEffectEnabled { get; }
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public AuxiliaryBufferCommand(uint bufferOffset, byte inputBufferOffset, byte outputBufferOffset,
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ref AuxiliaryBufferAddresses sendBufferInfo, bool isEnabled, uint countMax,
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CpuAddress outputBuffer, CpuAddress inputBuffer, uint updateCount, uint writeOffset, int nodeId)
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public AuxiliaryBufferCommand(
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uint bufferOffset,
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byte inputBufferOffset,
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byte outputBufferOffset,
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ref AuxiliaryBufferAddresses sendBufferInfo,
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bool isEnabled,
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uint countMax,
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CpuAddress outputBuffer,
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CpuAddress inputBuffer,
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uint updateCount,
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uint writeOffset,
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int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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@ -21,7 +21,14 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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private BiquadFilterParameter _parameter;
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public BiquadFilterCommand(int baseIndex, ref BiquadFilterParameter filter, Memory<BiquadFilterState> biquadFilterStateMemory, int inputBufferOffset, int outputBufferOffset, bool needInitialization, int nodeId)
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public BiquadFilterCommand(
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int baseIndex,
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ref BiquadFilterParameter filter,
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Memory<BiquadFilterState> biquadFilterStateMemory,
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int inputBufferOffset,
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int outputBufferOffset,
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bool needInitialization,
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int nodeId)
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{
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_parameter = filter;
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BiquadFilterState = biquadFilterStateMemory;
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@ -77,7 +77,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void ClearBuffer(int index)
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{
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Unsafe.InitBlock((void*)GetBufferPointer(index), 0, SampleCount);
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Unsafe.InitBlock((void*)GetBufferPointer(index), 0, SampleCount * sizeof(float));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -89,7 +89,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void CopyBuffer(int outputBufferIndex, int inputBufferIndex)
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{
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Unsafe.CopyBlock((void*)GetBufferPointer(outputBufferIndex), (void*)GetBufferPointer(inputBufferIndex), SampleCount);
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Unsafe.CopyBlock((void*)GetBufferPointer(outputBufferIndex), (void*)GetBufferPointer(inputBufferIndex), SampleCount * sizeof(float));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -94,18 +94,18 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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float newMean = inputMovingAverage.Update(FloatingPointHelper.MeanSquare(channelInput), _parameter.InputGain);
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float y = FloatingPointHelper.Log10(newMean) * 10.0f;
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float z = 0.0f;
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float z = 1.0f;
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bool unknown10OutOfRange = false;
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bool unknown10OutOfRange = y >= state.Unknown10;
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if (newMean < 1.0e-10f)
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{
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z = 1.0f;
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y = -100.0f;
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unknown10OutOfRange = state.Unknown10 < -100.0f;
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unknown10OutOfRange = state.Unknown10 <= -100.0f;
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}
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if (y >= state.Unknown10 || unknown10OutOfRange)
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if (unknown10OutOfRange)
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{
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float tmpGain;
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@ -118,7 +118,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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tmpGain = (y - state.Unknown10) * ((y - state.Unknown10) * -state.CompressorGainReduction);
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}
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z = FloatingPointHelper.DecibelToLinearExtended(tmpGain);
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z = FloatingPointHelper.DecibelToLinear(tmpGain);
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}
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float unknown4New = z;
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@ -88,7 +88,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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Matrix2x2 delayFeedback = new(delayFeedbackBaseGain, delayFeedbackCrossGain,
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delayFeedbackCrossGain, delayFeedbackBaseGain);
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delayFeedbackCrossGain, delayFeedbackBaseGain);
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for (int i = 0; i < sampleCount; i++)
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{
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@ -125,9 +125,9 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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Matrix4x4 delayFeedback = new(delayFeedbackBaseGain, delayFeedbackCrossGain, delayFeedbackCrossGain, 0.0f,
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delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain,
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delayFeedbackCrossGain, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain,
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0.0f, delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain);
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delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain,
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delayFeedbackCrossGain, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain,
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0.0f, delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain);
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for (int i = 0; i < sampleCount; i++)
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@ -172,11 +172,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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Matrix6x6 delayFeedback = new(delayFeedbackBaseGain, 0.0f, delayFeedbackCrossGain, 0.0f, delayFeedbackCrossGain, 0.0f,
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0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain,
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delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, feedbackGain, 0.0f, 0.0f,
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delayFeedbackCrossGain, 0.0f, 0.0f, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain,
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0.0f, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain, delayFeedbackBaseGain);
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0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain,
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delayFeedbackCrossGain, delayFeedbackCrossGain, delayFeedbackBaseGain, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, feedbackGain, 0.0f, 0.0f,
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delayFeedbackCrossGain, 0.0f, 0.0f, 0.0f, delayFeedbackBaseGain, delayFeedbackCrossGain,
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0.0f, delayFeedbackCrossGain, 0.0f, 0.0f, delayFeedbackCrossGain, delayFeedbackBaseGain);
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for (int i = 0; i < sampleCount; i++)
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{
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@ -28,7 +28,14 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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private LimiterParameter _parameter;
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public LimiterCommandVersion2(uint bufferOffset, LimiterParameter parameter, Memory<LimiterState> state, Memory<EffectResultState> resultState, bool isEnabled, ulong workBuffer, int nodeId)
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public LimiterCommandVersion2(
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uint bufferOffset,
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LimiterParameter parameter,
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Memory<LimiterState> state,
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Memory<EffectResultState> resultState,
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bool isEnabled,
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ulong workBuffer,
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int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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@ -79,53 +79,57 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverbMono(ref ReverbState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverbGeneric(ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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_outputEarlyIndicesTableMono,
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_targetEarlyDelayLineIndicesTableMono,
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_targetOutputFeedbackIndicesTableMono,
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_outputIndicesTableMono);
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ProcessReverbGeneric(
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ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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_outputEarlyIndicesTableMono,
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_targetEarlyDelayLineIndicesTableMono,
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_targetOutputFeedbackIndicesTableMono,
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_outputIndicesTableMono);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverbStereo(ref ReverbState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverbGeneric(ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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_outputEarlyIndicesTableStereo,
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_targetEarlyDelayLineIndicesTableStereo,
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_targetOutputFeedbackIndicesTableStereo,
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_outputIndicesTableStereo);
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ProcessReverbGeneric(
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ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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_outputEarlyIndicesTableStereo,
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_targetEarlyDelayLineIndicesTableStereo,
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_targetOutputFeedbackIndicesTableStereo,
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_outputIndicesTableStereo);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverbQuadraphonic(ref ReverbState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverbGeneric(ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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_outputEarlyIndicesTableQuadraphonic,
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_targetEarlyDelayLineIndicesTableQuadraphonic,
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_targetOutputFeedbackIndicesTableQuadraphonic,
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_outputIndicesTableQuadraphonic);
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ProcessReverbGeneric(
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ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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_outputEarlyIndicesTableQuadraphonic,
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_targetEarlyDelayLineIndicesTableQuadraphonic,
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_targetOutputFeedbackIndicesTableQuadraphonic,
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_outputIndicesTableQuadraphonic);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void ProcessReverbSurround(ref ReverbState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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ProcessReverbGeneric(ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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_outputEarlyIndicesTableSurround,
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_targetEarlyDelayLineIndicesTableSurround,
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_targetOutputFeedbackIndicesTableSurround,
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_outputIndicesTableSurround);
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ProcessReverbGeneric(
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ref state,
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outputBuffers,
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inputBuffers,
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sampleCount,
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_outputEarlyIndicesTableSurround,
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_targetEarlyDelayLineIndicesTableSurround,
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_targetOutputFeedbackIndicesTableSurround,
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_outputIndicesTableSurround);
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}
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private unsafe void ProcessReverbGeneric(ref ReverbState state, ReadOnlySpan<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable, ReadOnlySpan<int> outputIndicesTable)
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@ -52,7 +52,7 @@ namespace Ryujinx.Audio.Renderer.Dsp
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{
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// NOTE: Nintendo uses an approximation of log10, we don't.
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// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
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return MathF.Pow(10, MathF.Max(x, 1.0e-10f));
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return MathF.Log10(MathF.Max(x, 1.0e-10f));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -62,7 +62,8 @@ namespace Ryujinx.Audio.Renderer.Dsp
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foreach (float input in inputs)
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{
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res += (input * input);
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float normInput = input * (1f / 32768f);
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res += normInput * normInput;
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}
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res /= inputs.Length;
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@ -81,19 +82,6 @@ namespace Ryujinx.Audio.Renderer.Dsp
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return MathF.Pow(10.0f, db / 20.0f);
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}
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/// <summary>
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/// Map decibel to linear in [0, 2] range.
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/// </summary>
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/// <param name="db">The decibel value to convert</param>
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/// <returns>Converted linear value in [0, 2] range</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DecibelToLinearExtended(float db)
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{
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float tmp = MathF.Log2(DecibelToLinear(db));
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return MathF.Truncate(tmp) + MathF.Pow(2.0f, tmp - MathF.Truncate(tmp));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float DegreesToRadians(float degrees)
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{
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@ -3,7 +3,7 @@ using Ryujinx.Audio.Renderer.Parameter.Effect;
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namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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public class CompressorState
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public struct CompressorState
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{
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public ExponentialMovingAverage InputMovingAverage;
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public float Unknown4;
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@ -45,7 +45,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
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CompressorGainReduction = (1.0f - ratio) / Constants.ChannelCountMax;
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Unknown10 = threshold - 1.5f;
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Unknown14 = threshold + 1.5f;
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OutputGain = FloatingPointHelper.DecibelToLinearExtended(parameter.OutputGain + makeupGain);
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OutputGain = FloatingPointHelper.DecibelToLinear(parameter.OutputGain + makeupGain);
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}
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}
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}
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@ -4,7 +4,7 @@ using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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public class DelayState
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public struct DelayState
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{
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public DelayLine[] DelayLines { get; }
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public float[] LowPassZ { get; set; }
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@ -53,7 +53,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
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LowPassBaseGain = 1.0f - LowPassFeedbackGain;
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}
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public void UpdateLowPassFilter(ref float tempRawRef, uint channelCount)
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public readonly void UpdateLowPassFilter(ref float tempRawRef, uint channelCount)
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{
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for (int i = 0; i < channelCount; i++)
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{
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@ -4,7 +4,7 @@ using System;
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namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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public class LimiterState
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public struct LimiterState
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{
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public ExponentialMovingAverage[] DetectorAverage;
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public ExponentialMovingAverage[] CompressionGainAverage;
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@ -4,7 +4,7 @@ using System;
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namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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public class Reverb3dState
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public struct Reverb3dState
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{
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private readonly float[] _fdnDelayMinTimes = new float[4] { 5.0f, 6.0f, 13.0f, 14.0f };
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private readonly float[] _fdnDelayMaxTimes = new float[4] { 45.704f, 82.782f, 149.94f, 271.58f };
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@ -5,7 +5,7 @@ using System;
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namespace Ryujinx.Audio.Renderer.Dsp.State
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{
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public class ReverbState
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public struct ReverbState
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{
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private static readonly float[] _fdnDelayTimes = new float[20]
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{
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@ -54,7 +54,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
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// Room
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0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f,
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// Chamber
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0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f, 0.68f, 0.68f,
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0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f, 0.68f, 0.68f,
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// Hall
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0.50f, 0.70f, 0.70f, 0.68f, 0.50f, 0.68f, 0.68f, 0.70f, 0.68f, 0.00f,
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// Cathedral
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