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