forked from Mirror/Ryujinx
f556c80d02
* 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
263 lines
12 KiB
C#
263 lines
12 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using Ryujinx.Audio.Renderer.Server.Effect;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class Reverb3dCommand : ICommand
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{
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private static readonly int[] OutputEarlyIndicesTableMono = new int[20] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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private static readonly int[] TargetEarlyDelayLineIndicesTableMono = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
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private static readonly int[] TargetOutputFeedbackIndicesTableMono = new int[1] { 0 };
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private static readonly int[] OutputEarlyIndicesTableStereo = new int[20] { 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1 };
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private static readonly int[] TargetEarlyDelayLineIndicesTableStereo = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
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private static readonly int[] TargetOutputFeedbackIndicesTableStereo = new int[2] { 0, 1 };
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private static readonly int[] OutputEarlyIndicesTableQuadraphonic = new int[20] { 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 3, 3, 3 };
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private static readonly int[] TargetEarlyDelayLineIndicesTableQuadraphonic = new int[20] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19 };
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private static readonly int[] TargetOutputFeedbackIndicesTableQuadraphonic = new int[4] { 0, 1, 2, 3 };
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private static readonly int[] OutputEarlyIndicesTableSurround = new int[40] { 4, 5, 0, 5, 0, 5, 1, 5, 1, 5, 1, 5, 1, 5, 2, 5, 2, 5, 2, 5, 1, 5, 1, 5, 1, 5, 0, 5, 0, 5, 0, 5, 0, 5, 3, 5, 3, 5, 3, 5 };
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private static readonly int[] TargetEarlyDelayLineIndicesTableSurround = new int[40] { 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19 };
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private static readonly int[] TargetOutputFeedbackIndicesTableSurround = new int[6] { 0, 1, 2, 3, -1, 3 };
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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.Reverb3d;
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public ulong EstimatedProcessingTime { get; set; }
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public ushort InputBufferIndex { get; }
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public ushort OutputBufferIndex { get; }
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public Reverb3dParameter Parameter => _parameter;
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public Memory<Reverb3dState> State { get; }
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public ulong WorkBuffer { get; }
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public ushort[] OutputBufferIndices { get; }
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public ushort[] InputBufferIndices { get; }
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public bool IsEffectEnabled { get; }
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private Reverb3dParameter _parameter;
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public Reverb3dCommand(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, ulong workBuffer, int nodeId)
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{
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Enabled = true;
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IsEffectEnabled = isEnabled;
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NodeId = nodeId;
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_parameter = parameter;
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State = state;
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WorkBuffer = workBuffer;
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InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
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OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
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}
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}
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private void ProcessReverb3dMono(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableMono, TargetEarlyDelayLineIndicesTableMono, TargetOutputFeedbackIndicesTableMono);
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}
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private void ProcessReverb3dStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableStereo, TargetEarlyDelayLineIndicesTableStereo, TargetOutputFeedbackIndicesTableStereo);
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}
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private void ProcessReverb3dQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableQuadraphonic, TargetEarlyDelayLineIndicesTableQuadraphonic, TargetOutputFeedbackIndicesTableQuadraphonic);
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}
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private void ProcessReverb3dSurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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ProcessReverb3dGeneric(outputBuffers, inputBuffers, sampleCount, OutputEarlyIndicesTableSurround, TargetEarlyDelayLineIndicesTableSurround, TargetOutputFeedbackIndicesTableSurround);
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}
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private void ProcessReverb3dGeneric(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount, ReadOnlySpan<int> outputEarlyIndicesTable, ReadOnlySpan<int> targetEarlyDelayLineIndicesTable, ReadOnlySpan<int> targetOutputFeedbackIndicesTable)
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{
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const int delayLineSampleIndexOffset = 1;
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ref Reverb3dState state = ref State.Span[0];
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bool isMono = Parameter.ChannelCount == 1;
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bool isSurround = Parameter.ChannelCount == 6;
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float[] outputValues = new float[Constants.ChannelCountMax];
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float[] channelInput = new float[Parameter.ChannelCount];
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float[] feedbackValues = new float[4];
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float[] feedbackOutputValues = new float[4];
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float[] values = new float[4];
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for (int sampleIndex = 0; sampleIndex < sampleCount; sampleIndex++)
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{
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outputValues.AsSpan().Fill(0);
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float tapOut = state.PreDelayLine.TapUnsafe(state.ReflectionDelayTime, delayLineSampleIndexOffset);
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for (int i = 0; i < targetEarlyDelayLineIndicesTable.Length; i++)
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{
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int earlyDelayIndex = targetEarlyDelayLineIndicesTable[i];
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int outputIndex = outputEarlyIndicesTable[i];
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float tempTapOut = state.PreDelayLine.TapUnsafe(state.EarlyDelayTime[earlyDelayIndex], delayLineSampleIndexOffset);
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outputValues[outputIndex] += tempTapOut * state.EarlyGain[earlyDelayIndex];
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}
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float targetPreDelayValue = 0;
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for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
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{
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channelInput[channelIndex] = inputBuffers[channelIndex].Span[sampleIndex];
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targetPreDelayValue += channelInput[channelIndex];
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}
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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outputValues[i] *= state.EarlyReflectionsGain;
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}
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state.PreviousPreDelayValue = (targetPreDelayValue * state.TargetPreDelayGain) + (state.PreviousPreDelayValue * state.PreviousPreDelayGain);
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state.PreDelayLine.Update(state.PreviousPreDelayValue);
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for (int i = 0; i < state.FdnDelayLines.Length; i++)
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{
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float fdnValue = state.FdnDelayLines[i].Read();
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float feedbackOutputValue = fdnValue * state.DecayDirectFdnGain[i] + state.PreviousFeedbackOutputDecayed[i];
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state.PreviousFeedbackOutputDecayed[i] = (fdnValue * state.DecayCurrentFdnGain[i]) + (feedbackOutputValue * state.DecayCurrentOutputGain[i]);
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feedbackOutputValues[i] = feedbackOutputValue;
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}
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feedbackValues[0] = feedbackOutputValues[2] + feedbackOutputValues[1];
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feedbackValues[1] = -feedbackOutputValues[0] - feedbackOutputValues[3];
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feedbackValues[2] = feedbackOutputValues[0] - feedbackOutputValues[3];
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feedbackValues[3] = feedbackOutputValues[1] - feedbackOutputValues[2];
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for (int i = 0; i < state.DecayDelays1.Length; i++)
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{
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float temp = state.DecayDelays1[i].Update(tapOut * state.LateReverbGain + feedbackValues[i]);
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values[i] = state.DecayDelays2[i].Update(temp);
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state.FdnDelayLines[i].Update(values[i]);
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}
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for (int channelIndex = 0; channelIndex < targetOutputFeedbackIndicesTable.Length; channelIndex++)
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{
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int targetOutputFeedbackIndex = targetOutputFeedbackIndicesTable[channelIndex];
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if (targetOutputFeedbackIndex >= 0)
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{
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outputBuffers[channelIndex].Span[sampleIndex] = (outputValues[channelIndex] + values[targetOutputFeedbackIndex] + channelInput[channelIndex] * state.DryGain);
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}
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}
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if (isMono)
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{
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outputBuffers[0].Span[sampleIndex] += values[1];
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}
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if (isSurround)
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{
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outputBuffers[4].Span[sampleIndex] += (outputValues[4] + state.BackLeftDelayLine.Update((values[2] - values[3]) * 0.5f) + channelInput[4] * state.DryGain);
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}
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}
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}
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public void ProcessReverb3d(CommandList context)
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{
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Debug.Assert(Parameter.IsChannelCountValid());
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if (IsEffectEnabled && Parameter.IsChannelCountValid())
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{
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ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
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Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
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outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
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}
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switch (Parameter.ChannelCount)
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{
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case 1:
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ProcessReverb3dMono(outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 2:
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ProcessReverb3dStereo(outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 4:
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ProcessReverb3dQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 6:
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ProcessReverb3dSurround(outputBuffers, inputBuffers, context.SampleCount);
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break;
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default:
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throw new NotImplementedException($"{Parameter.ChannelCount}");
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}
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}
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else
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{
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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if (InputBufferIndices[i] != OutputBufferIndices[i])
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{
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context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i]));
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}
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}
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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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ref Reverb3dState state = ref State.Span[0];
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if (IsEffectEnabled)
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{
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if (Parameter.ParameterStatus == UsageState.Invalid)
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{
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state = new Reverb3dState(ref _parameter, WorkBuffer);
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}
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else if (Parameter.ParameterStatus == UsageState.New)
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{
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state.UpdateParameter(ref _parameter);
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}
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}
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ProcessReverb3d(context);
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}
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}
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}
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