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https://git.naxdy.org/Mirror/Ryujinx.git
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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
273 lines
12 KiB
C#
273 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 DelayCommand : ICommand
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{
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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.Delay;
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public ulong EstimatedProcessingTime { get; set; }
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public DelayParameter Parameter => _parameter;
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public Memory<DelayState> 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 DelayParameter _parameter;
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private const int FixedPointPrecision = 14;
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public DelayCommand(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, ulong workBuffer, int nodeId)
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{
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Enabled = true;
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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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IsEffectEnabled = isEnabled;
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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 ProcessDelayMono(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
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{
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ref DelayState state = ref State.Span[0];
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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for (int i = 0; i < sampleCount; i++)
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{
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float input = inputBuffer[i] * 64;
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float delayLineValue = state.DelayLines[0].Read();
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float lowPassResult = input * inGain + delayLineValue * feedbackGain * state.LowPassBaseGain + state.LowPassZ[0] * state.LowPassFeedbackGain;
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state.LowPassZ[0] = lowPassResult;
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state.DelayLines[0].Update(lowPassResult);
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outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
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}
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}
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private void ProcessDelayStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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ref DelayState state = ref State.Span[0];
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float[] channelInput = new float[Parameter.ChannelCount];
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float[] delayLineValues = new float[Parameter.ChannelCount];
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float[] temp = new float[Parameter.ChannelCount];
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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for (int i = 0; i < sampleCount; i++)
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{
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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channelInput[j] = inputBuffers[j].Span[i] * 64;
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delayLineValues[j] = state.DelayLines[j].Read();
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}
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temp[0] = channelInput[0] * inGain + delayLineValues[1] * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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temp[1] = channelInput[1] * inGain + delayLineValues[0] * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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state.LowPassZ[j] = lowPassResult;
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state.DelayLines[j].Update(lowPassResult);
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outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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}
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}
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}
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private void ProcessDelayQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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ref DelayState state = ref State.Span[0];
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float[] channelInput = new float[Parameter.ChannelCount];
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float[] delayLineValues = new float[Parameter.ChannelCount];
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float[] temp = new float[Parameter.ChannelCount];
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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for (int i = 0; i < sampleCount; i++)
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{
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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channelInput[j] = inputBuffers[j].Span[i] * 64;
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delayLineValues[j] = state.DelayLines[j].Read();
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}
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temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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temp[1] = channelInput[1] * inGain + (delayLineValues[0] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
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temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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state.LowPassZ[j] = lowPassResult;
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state.DelayLines[j].Update(lowPassResult);
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outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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}
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}
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}
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private void ProcessDelaySurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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ref DelayState state = ref State.Span[0];
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float[] channelInput = new float[Parameter.ChannelCount];
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float[] delayLineValues = new float[Parameter.ChannelCount];
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float[] temp = new float[Parameter.ChannelCount];
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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for (int i = 0; i < sampleCount; i++)
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{
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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channelInput[j] = inputBuffers[j].Span[i] * 64;
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delayLineValues[j] = state.DelayLines[j].Read();
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}
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temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[4]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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temp[1] = channelInput[1] * inGain + (delayLineValues[4] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
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temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
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temp[4] = channelInput[4] * inGain + (delayLineValues[0] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[4] * delayFeedbackBaseGain;
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temp[5] = channelInput[5] * inGain + delayLineValues[5] * delayFeedbackBaseGain;
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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state.LowPassZ[j] = lowPassResult;
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state.DelayLines[j].Update(lowPassResult);
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outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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}
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}
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}
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private void ProcessDelay(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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ProcessDelayMono(outputBuffers[0].Span, inputBuffers[0].Span, context.SampleCount);
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break;
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case 2:
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ProcessDelayStereo(outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 4:
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ProcessDelayQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 6:
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ProcessDelaySurround(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 DelayState state = ref State.Span[0];
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if (IsEffectEnabled)
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{
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if (Parameter.Status == UsageState.Invalid)
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{
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state = new DelayState(ref _parameter, WorkBuffer);
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}
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else if (Parameter.Status == 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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ProcessDelay(context);
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}
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}
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}
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