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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
85 lines
2.5 KiB
C#
85 lines
2.5 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 System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp
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{
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public static class FloatingPointHelper
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float MultiplyRoundDown(float a, float b)
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{
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return RoundDown(a * b);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float RoundDown(float a)
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{
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return MathF.Round(a, 0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float RoundUp(float a)
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{
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return MathF.Round(a);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float MultiplyRoundUp(float a, float b)
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{
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return RoundUp(a * b);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Pow10(float x)
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{
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// NOTE: Nintendo implementation uses Q15 and a LUT for this, we don't.
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// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
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if (x >= 0.0f)
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{
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return 1.0f;
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}
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else if (x <= -5.3f)
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{
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return 0.0f;
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}
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return MathF.Pow(10, x);
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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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return degrees * MathF.PI / 180.0f;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Cos(float value)
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{
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return MathF.Cos(DegreesToRadians(value));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Sin(float value)
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{
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return MathF.Sin(DegreesToRadians(value));
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}
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}
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}
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