mirror of
https://github.com/Ryujinx/Ryujinx.git
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3f4fb8f73a
This should implement all ABI changes from REV11 on 14.0.0 As Nintendo changed the channel disposition for "legacy" effects (Delay, Reverb and Reverb 3D) to match the standard channel mapping, I took the liberty to just remap to the old disposition for now. The proper changes will be handled at a later date with a complete rewriting of those 3 effects to be more readable (see https://github.com/Ryujinx/Ryujinx/pull/3205 for the first iteration of it).
280 lines
13 KiB
C#
280 lines
13 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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using System.Runtime.CompilerServices;
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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, bool newEffectChannelMappingSupported)
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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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// NOTE: We do the opposite as Nintendo here for now to restore previous behaviour
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// TODO: Update delay processing and remove this to use RemapLegacyChannelEffectMappingToChannelResourceMapping.
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, InputBufferIndices);
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DataSourceHelper.RemapChannelResourceMappingToLegacy(newEffectChannelMappingSupported, OutputBufferIndices);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private unsafe void ProcessDelayMono(ref DelayState state, float* outputBuffer, float* inputBuffer, uint sampleCount)
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{
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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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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private unsafe void ProcessDelayStereo(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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const ushort channelCount = 2;
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Span<float> channelInput = stackalloc float[channelCount];
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Span<float> delayLineValues = stackalloc float[channelCount];
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Span<float> temp = stackalloc float[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 < channelCount; j++)
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{
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channelInput[j] = *((float*)inputBuffers[j] + 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 < 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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*((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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}
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private unsafe void ProcessDelayQuadraphonic(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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const ushort channelCount = 4;
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Span<float> channelInput = stackalloc float[channelCount];
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Span<float> delayLineValues = stackalloc float[channelCount];
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Span<float> temp = stackalloc float[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 < channelCount; j++)
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{
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channelInput[j] = *((float*)inputBuffers[j] + 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 < 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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*((float*)outputBuffers[j] + i) = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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}
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private unsafe void ProcessDelaySurround(ref DelayState state, Span<IntPtr> outputBuffers, ReadOnlySpan<IntPtr> inputBuffers, uint sampleCount)
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{
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const ushort channelCount = 6;
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Span<float> channelInput = stackalloc float[channelCount];
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Span<float> delayLineValues = stackalloc float[channelCount];
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Span<float> temp = stackalloc float[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 < channelCount; j++)
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{
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channelInput[j] = *((float*)inputBuffers[j] + 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 < 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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*((float*)outputBuffers[j] + 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 unsafe void ProcessDelay(CommandList context, ref DelayState state)
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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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Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[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.GetBufferPointer(InputBufferIndices[i]);
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outputBuffers[i] = context.GetBufferPointer(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(ref state, (float*)outputBuffers[0], (float*)inputBuffers[0], context.SampleCount);
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break;
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case 2:
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ProcessDelayStereo(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 4:
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ProcessDelayQuadraphonic(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 6:
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ProcessDelaySurround(ref state, outputBuffers, inputBuffers, context.SampleCount);
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break;
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default:
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throw new NotImplementedException(Parameter.ChannelCount.ToString());
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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.CopyBuffer(OutputBufferIndices[i], InputBufferIndices[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, ref state);
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}
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}
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}
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