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Ryujinx/Ryujinx.Audio.Renderer/Dsp/Effect/DelayLine.cs
Mary 92bcdcb369
amadeus: Fix possible underflow in delay time delay effect (#1739)
This fix an underflow in the setup of delay time in the delay effect.

THis fix a regression caused by Amadeus on Shovel Knight: Treasure
Trove.
2020-11-21 21:57:49 +01:00

95 lines
2.7 KiB
C#

//
// Copyright (c) 2019-2020 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public class DelayLine : IDelayLine
{
private float[] _workBuffer;
private 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];
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);
}
}
}