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