Ryujinx/Ryujinx.Audio/Renderer/Dsp/State/ReverbState.cs
Mary-nyan 1825bd87b4
misc: Reformat Ryujinx.Audio with dotnet-format (#3485)
This is the first commit of a series of reformat around the codebase as
discussed internally some weeks ago.

This project being one that isn't touched that much, it shouldn't cause
conflict with any opened PRs.
2022-07-25 15:46:33 -03:00

204 lines
8 KiB
C#

using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Dsp.Effect;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
public class ReverbState
{
private static readonly float[] FdnDelayTimes = new float[20]
{
// Room
53.953247f, 79.192566f, 116.238770f, 130.615295f,
// Hall
53.953247f, 79.192566f, 116.238770f, 170.615295f,
// Plate
5f, 10f, 5f, 10f,
// Cathedral
47.03f, 71f, 103f, 170f,
// Max delay (Hall is the one with the highest values so identical to Hall)
53.953247f, 79.192566f, 116.238770f, 170.615295f,
};
private static readonly float[] DecayDelayTimes = new float[20]
{
// Room
7f, 9f, 13f, 17f,
// Hall
7f, 9f, 13f, 17f,
// Plate (no decay)
1f, 1f, 1f, 1f,
// Cathedral
7f, 7f, 13f, 9f,
// Max delay (Hall is the one with the highest values so identical to Hall)
7f, 9f, 13f, 17f,
};
private static readonly float[] EarlyDelayTimes = new float[50]
{
// Room
0.0f, 3.5f, 2.8f, 3.9f, 2.7f, 13.4f, 7.9f, 8.4f, 9.9f, 12.0f,
// Chamber
0.0f, 11.8f, 5.5f, 11.2f, 10.4f, 38.1f, 22.2f, 29.6f, 21.2f, 24.8f,
// Hall
0.0f, 41.5f, 20.5f, 41.3f, 0.0f, 29.5f, 33.8f, 45.2f, 46.8f, 0.0f,
// Cathedral
33.1f, 43.3f, 22.8f, 37.9f, 14.9f, 35.3f, 17.9f, 34.2f, 0.0f, 43.3f,
// Disabled
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
};
private static readonly float[] EarlyGainBase = new float[50]
{
// Room
0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f,
// Chamber
0.70f, 0.68f, 0.70f, 0.68f, 0.70f, 0.68f, 0.68f, 0.68f, 0.68f, 0.68f,
// Hall
0.50f, 0.70f, 0.70f, 0.68f, 0.50f, 0.68f, 0.68f, 0.70f, 0.68f, 0.00f,
// Cathedral
0.93f, 0.92f, 0.87f, 0.86f, 0.94f, 0.81f, 0.80f, 0.77f, 0.76f, 0.65f,
// Disabled
0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f, 0.00f
};
private static readonly float[] PreDelayTimes = new float[5]
{
// Room
12.5f,
// Chamber
40.0f,
// Hall
50.0f,
// Cathedral
50.0f,
// Disabled
0.0f
};
public DelayLine[] FdnDelayLines { get; }
public DecayDelay[] DecayDelays { get; }
public DelayLine PreDelayLine { get; }
public DelayLine FrontCenterDelayLine { get; }
public uint[] EarlyDelayTime { get; }
public float[] EarlyGain { get; }
public uint PreDelayLineDelayTime { get; private set; }
public float[] HighFrequencyDecayDirectGain { get; }
public float[] HighFrequencyDecayPreviousGain { get; }
public float[] PreviousFeedbackOutput { get; }
public const int EarlyModeCount = 10;
private const int FixedPointPrecision = 14;
private ReadOnlySpan<float> GetFdnDelayTimesByLateMode(ReverbLateMode lateMode)
{
return FdnDelayTimes.AsSpan((int)lateMode * 4, 4);
}
private ReadOnlySpan<float> GetDecayDelayTimesByLateMode(ReverbLateMode lateMode)
{
return DecayDelayTimes.AsSpan((int)lateMode * 4, 4);
}
public ReverbState(ref ReverbParameter parameter, ulong workBuffer, bool isLongSizePreDelaySupported)
{
FdnDelayLines = new DelayLine[4];
DecayDelays = new DecayDelay[4];
EarlyDelayTime = new uint[EarlyModeCount];
EarlyGain = new float[EarlyModeCount];
HighFrequencyDecayDirectGain = new float[4];
HighFrequencyDecayPreviousGain = new float[4];
PreviousFeedbackOutput = new float[4];
ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(ReverbLateMode.Limit);
ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(ReverbLateMode.Limit);
uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
for (int i = 0; i < 4; i++)
{
FdnDelayLines[i] = new DelayLine(sampleRate, fdnDelayTimes[i]);
DecayDelays[i] = new DecayDelay(new DelayLine(sampleRate, decayDelayTimes[i]));
}
float preDelayTimeMax = 150.0f;
if (isLongSizePreDelaySupported)
{
preDelayTimeMax = 350.0f;
}
PreDelayLine = new DelayLine(sampleRate, preDelayTimeMax);
FrontCenterDelayLine = new DelayLine(sampleRate, 5.0f);
UpdateParameter(ref parameter);
}
public void UpdateParameter(ref ReverbParameter parameter)
{
uint sampleRate = (uint)FixedPointHelper.ToFloat((uint)parameter.SampleRate, FixedPointPrecision);
float preDelayTimeInMilliseconds = FixedPointHelper.ToFloat(parameter.PreDelayTime, FixedPointPrecision);
float earlyGain = FixedPointHelper.ToFloat(parameter.EarlyGain, FixedPointPrecision);
float coloration = FixedPointHelper.ToFloat(parameter.Coloration, FixedPointPrecision);
float decayTime = FixedPointHelper.ToFloat(parameter.DecayTime, FixedPointPrecision);
for (int i = 0; i < 10; i++)
{
EarlyDelayTime[i] = Math.Min(IDelayLine.GetSampleCount(sampleRate, EarlyDelayTimes[i] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax) + 1;
EarlyGain[i] = EarlyGainBase[i] * earlyGain;
}
if (parameter.ChannelCount == 2)
{
EarlyGain[4] = EarlyGain[4] * 0.5f;
EarlyGain[5] = EarlyGain[5] * 0.5f;
}
PreDelayLineDelayTime = Math.Min(IDelayLine.GetSampleCount(sampleRate, PreDelayTimes[(int)parameter.EarlyMode] + preDelayTimeInMilliseconds), PreDelayLine.SampleCountMax);
ReadOnlySpan<float> fdnDelayTimes = GetFdnDelayTimesByLateMode(parameter.LateMode);
ReadOnlySpan<float> decayDelayTimes = GetDecayDelayTimesByLateMode(parameter.LateMode);
float highFrequencyDecayRatio = FixedPointHelper.ToFloat(parameter.HighFrequencyDecayRatio, FixedPointPrecision);
float highFrequencyUnknownValue = FloatingPointHelper.Cos(1280.0f / sampleRate);
for (int i = 0; i < 4; i++)
{
FdnDelayLines[i].SetDelay(fdnDelayTimes[i]);
DecayDelays[i].SetDelay(decayDelayTimes[i]);
float tempA = -3 * (DecayDelays[i].CurrentSampleCount + FdnDelayLines[i].CurrentSampleCount);
float tempB = tempA / (decayTime * sampleRate);
float tempC;
float tempD;
if (highFrequencyDecayRatio < 0.995f)
{
float tempE = FloatingPointHelper.Pow10((((1.0f / highFrequencyDecayRatio) - 1.0f) * 2) / 100 * (tempB / 10));
float tempF = 1.0f - tempE;
float tempG = 2.0f - (tempE * 2 * highFrequencyUnknownValue);
float tempH = MathF.Sqrt((tempG * tempG) - (tempF * tempF * 4));
tempC = (tempG - tempH) / (tempF * 2);
tempD = 1.0f - tempC;
}
else
{
// no high frequency decay ratio
tempC = 0.0f;
tempD = 1.0f;
}
HighFrequencyDecayDirectGain[i] = FloatingPointHelper.Pow10(tempB / 1000) * tempD * 0.7071f;
HighFrequencyDecayPreviousGain[i] = tempC;
PreviousFeedbackOutput[i] = 0.0f;
DecayDelays[i].SetDecayRate(0.6f * (1.0f - coloration));
}
}
}
}