mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-09 20:38:38 +00:00
dff138229c
* amadeus: Allow OOB read of GC-ADPCM coefficients Fixes "Ninja Gaiden Sigma 2" and possibly "NINJA GAIDEN 3: Razor's Edge" * amadeus: Fix wrong variable usage in delay effect We should transform the delay line values, not the input. * amadeus: Update GroupedBiquadFilterCommand documentation * amadeus: Simplify PoolMapper alignment checks * amadeus: Update Surround delay effect matrix to REV11 * amadeus: Add drop parameter support and use 32 bits integers for estimate time Also implement accurate ExecuteAudioRendererRendering stub. * Address gdkchan's comments * Address gdkchan's other comments * Address gdkchan's comment
68 lines
2.1 KiB
C#
68 lines
2.1 KiB
C#
using Ryujinx.Audio.Renderer.Common;
|
|
using System;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp.Command
|
|
{
|
|
public class MixRampCommand : ICommand
|
|
{
|
|
public bool Enabled { get; set; }
|
|
|
|
public int NodeId { get; }
|
|
|
|
public CommandType CommandType => CommandType.MixRamp;
|
|
|
|
public uint EstimatedProcessingTime { get; set; }
|
|
|
|
public ushort InputBufferIndex { get; }
|
|
public ushort OutputBufferIndex { get; }
|
|
|
|
public float Volume0 { get; }
|
|
public float Volume1 { get; }
|
|
|
|
public Memory<VoiceUpdateState> State { get; }
|
|
|
|
public int LastSampleIndex { get; }
|
|
|
|
public MixRampCommand(float volume0, float volume1, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceUpdateState> state, int nodeId)
|
|
{
|
|
Enabled = true;
|
|
NodeId = nodeId;
|
|
|
|
InputBufferIndex = (ushort)inputBufferIndex;
|
|
OutputBufferIndex = (ushort)outputBufferIndex;
|
|
|
|
Volume0 = volume0;
|
|
Volume1 = volume1;
|
|
|
|
State = state;
|
|
LastSampleIndex = lastSampleIndex;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private float ProcessMixRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
|
|
{
|
|
float ramp = (Volume1 - Volume0) / sampleCount;
|
|
float volume = Volume0;
|
|
float state = 0;
|
|
|
|
for (int i = 0; i < sampleCount; i++)
|
|
{
|
|
state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
|
|
|
|
outputBuffer[i] += state;
|
|
volume += ramp;
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
public void Process(CommandList context)
|
|
{
|
|
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
|
|
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
|
|
|
|
State.Span[0].LastSamples[LastSampleIndex] = ProcessMixRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
|
|
}
|
|
}
|
|
} |