Ryujinx/src/Ryujinx.Audio/Renderer/Dsp/Effect/DelayLine.cs
TSRBerry 515fc32b21
[Ryujinx.Audio] Address dotnet-format issues (#5362)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0060 warnings

* Silence dotnet format IDE0052 warnings

* Address dotnet format CA1816 warnings

* Address or silence dotnet format CA2208 warnings

* Address or silence dotnet format CA2211 warnings

* Address review comments

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Format if-blocks correctly

* Run dotnet format whitespace after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Add comments to disabled warnings

* Remove a few unused parameters

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Start working on disabled warnings

* Fix and silence a few dotnet-format warnings again

* Address IDE0251 warnings

* Silence IDE0060 in .editorconfig

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* Fix naming rule violations, remove redundant code and fix build issues

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Add trailing commas

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Address review feedback

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
2023-07-02 01:27:18 +02:00

78 lines
2.1 KiB
C#

using System;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public class DelayLine : IDelayLine
{
private readonly float[] _workBuffer;
private readonly uint _sampleRate;
private uint _currentSampleIndex;
private uint _lastSampleIndex;
public uint CurrentSampleCount { get; private set; }
public uint SampleCountMax { get; private set; }
public DelayLine(uint sampleRate, float delayTimeMax)
{
_sampleRate = sampleRate;
SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
_workBuffer = new float[SampleCountMax + 1];
SetDelay(delayTimeMax);
}
private void ConfigureDelay(uint targetSampleCount)
{
CurrentSampleCount = Math.Min(SampleCountMax, targetSampleCount);
_currentSampleIndex = 0;
if (CurrentSampleCount == 0)
{
_lastSampleIndex = 0;
}
else
{
_lastSampleIndex = CurrentSampleCount - 1;
}
}
public void SetDelay(float delayTime)
{
ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
}
public float Read()
{
return _workBuffer[_currentSampleIndex];
}
public float Update(float value)
{
float output = Read();
_workBuffer[_currentSampleIndex++] = value;
if (_currentSampleIndex >= _lastSampleIndex)
{
_currentSampleIndex = 0;
}
return output;
}
public float TapUnsafe(uint sampleIndex, int offset)
{
return IDelayLine.Tap(_workBuffer, (int)_currentSampleIndex, (int)sampleIndex + offset, (int)CurrentSampleCount);
}
public float Tap(uint sampleIndex)
{
if (sampleIndex >= CurrentSampleCount)
{
sampleIndex = CurrentSampleCount - 1;
}
return TapUnsafe(sampleIndex, -1);
}
}
}