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
69 lines
2 KiB
C#
69 lines
2 KiB
C#
//
|
|
// 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/>.
|
|
//
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp.Effect
|
|
{
|
|
public class DecayDelay : IDelayLine
|
|
{
|
|
private readonly IDelayLine _delayLine;
|
|
|
|
public uint CurrentSampleCount => _delayLine.CurrentSampleCount;
|
|
|
|
public uint SampleCountMax => _delayLine.SampleCountMax;
|
|
|
|
private float _decayRate;
|
|
|
|
public DecayDelay(IDelayLine delayLine)
|
|
{
|
|
_decayRate = 0.0f;
|
|
_delayLine = delayLine;
|
|
}
|
|
|
|
public void SetDecayRate(float decayRate)
|
|
{
|
|
_decayRate = decayRate;
|
|
}
|
|
|
|
public float Update(float value)
|
|
{
|
|
float delayLineValue = _delayLine.Read();
|
|
float processedValue = value - (_decayRate * delayLineValue);
|
|
|
|
return _delayLine.Update(processedValue) + processedValue * _decayRate;
|
|
}
|
|
|
|
public void SetDelay(float delayTime)
|
|
{
|
|
_delayLine.SetDelay(delayTime);
|
|
}
|
|
|
|
public float Read()
|
|
{
|
|
return _delayLine.Read();
|
|
}
|
|
|
|
public float TapUnsafe(uint sampleIndex, int offset)
|
|
{
|
|
return _delayLine.TapUnsafe(sampleIndex, offset);
|
|
}
|
|
|
|
public float Tap(uint sampleIndex)
|
|
{
|
|
return _delayLine.Tap(sampleIndex);
|
|
}
|
|
}
|
|
}
|