Haydn: Part 1 (#2007)

* 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
This commit is contained in:
Mary 2021-02-26 01:11:56 +01:00 committed by GitHub
parent 1c49089ff0
commit f556c80d02
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249 changed files with 5614 additions and 2712 deletions

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//
// Copyright (c) 2019-2021 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.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 6)]
public struct AdpcmLoopContext
{
public short PredScale;
public short History0;
public short History1;
}
}

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//
// Copyright (c) 2019-2021 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 Ryujinx.Memory;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x40)]
public struct AuxiliaryBufferHeader
{
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0xC)]
public struct AuxiliaryBufferInfo
{
private const uint ReadOffsetPosition = 0x0;
private const uint WriteOffsetPosition = 0x4;
public uint ReadOffset;
public uint WriteOffset;
private uint _reserved;
public static uint GetReadOffset(IVirtualMemoryManager manager, ulong bufferAddress)
{
return manager.Read<uint>(bufferAddress + ReadOffsetPosition);
}
public static uint GetWriteOffset(IVirtualMemoryManager manager, ulong bufferAddress)
{
return manager.Read<uint>(bufferAddress + WriteOffsetPosition);
}
public static void SetReadOffset(IVirtualMemoryManager manager, ulong bufferAddress, uint value)
{
manager.Write(bufferAddress + ReadOffsetPosition, value);
}
public static void SetWriteOffset(IVirtualMemoryManager manager, ulong bufferAddress, uint value)
{
manager.Write(bufferAddress + WriteOffsetPosition, value);
}
}
public AuxiliaryBufferInfo BufferInfo;
public unsafe fixed uint Unknown[13];
}
}

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//
// Copyright (c) 2019-2021 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.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
[StructLayout(LayoutKind.Sequential, Pack = 1, Size = 0x10)]
public struct BiquadFilterState
{
public float Z1;
public float Z2;
}
}

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//
// Copyright (c) 2019-2021 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 Ryujinx.Audio.Renderer.Dsp.Effect;
using Ryujinx.Audio.Renderer.Parameter.Effect;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
public class DelayState
{
public DelayLine[] DelayLines { get; }
public float[] LowPassZ { get; set; }
public float FeedbackGain { get; private set; }
public float DelayFeedbackBaseGain { get; private set; }
public float DelayFeedbackCrossGain { get; private set; }
public float LowPassFeedbackGain { get; private set; }
public float LowPassBaseGain { get; private set; }
private const int FixedPointPrecision = 14;
public DelayState(ref DelayParameter parameter, ulong workBuffer)
{
DelayLines = new DelayLine[parameter.ChannelCount];
LowPassZ = new float[parameter.ChannelCount];
uint sampleRate = (uint)FixedPointHelper.ToInt(parameter.SampleRate, FixedPointPrecision) / 1000;
for (int i = 0; i < DelayLines.Length; i++)
{
DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax);
DelayLines[i].SetDelay(parameter.DelayTime);
LowPassZ[0] = 0;
}
UpdateParameter(ref parameter);
}
public void UpdateParameter(ref DelayParameter parameter)
{
FeedbackGain = FixedPointHelper.ToFloat(parameter.FeedbackGain, FixedPointPrecision) * 0.98f;
float channelSpread = FixedPointHelper.ToFloat(parameter.ChannelSpread, FixedPointPrecision);
DelayFeedbackBaseGain = (1.0f - channelSpread) * FeedbackGain;
if (parameter.ChannelCount == 4 || parameter.ChannelCount == 6)
{
DelayFeedbackCrossGain = channelSpread * 0.5f * FeedbackGain;
}
else
{
DelayFeedbackCrossGain = channelSpread * FeedbackGain;
}
LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision);
LowPassBaseGain = 1.0f - LowPassFeedbackGain;
}
}
}

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//
// Copyright (c) 2019-2021 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 Ryujinx.Audio.Renderer.Dsp.Effect;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
public class Reverb3dState
{
private readonly float[] FdnDelayMinTimes = new float[4] { 5.0f, 6.0f, 13.0f, 14.0f };
private readonly float[] FdnDelayMaxTimes = new float[4] { 45.704f, 82.782f, 149.94f, 271.58f };
private readonly float[] DecayDelayMaxTimes1 = new float[4] { 17.0f, 13.0f, 9.0f, 7.0f };
private readonly float[] DecayDelayMaxTimes2 = new float[4] { 19.0f, 11.0f, 10.0f, 6.0f };
private readonly float[] EarlyDelayTimes = new float[20] { 0.017136f, 0.059154f, 0.16173f, 0.39019f, 0.42526f, 0.45541f, 0.68974f, 0.74591f, 0.83384f, 0.8595f, 0.0f, 0.075024f, 0.16879f, 0.2999f, 0.33744f, 0.3719f, 0.59901f, 0.71674f, 0.81786f, 0.85166f };
public readonly float[] EarlyGain = new float[20] { 0.67096f, 0.61027f, 1.0f, 0.35680f, 0.68361f, 0.65978f, 0.51939f, 0.24712f, 0.45945f, 0.45021f, 0.64196f, 0.54879f, 0.92925f, 0.38270f, 0.72867f, 0.69794f, 0.5464f, 0.24563f, 0.45214f, 0.44042f };
public IDelayLine[] FdnDelayLines { get; }
public DecayDelay[] DecayDelays1 { get; }
public DecayDelay[] DecayDelays2 { get; }
public IDelayLine PreDelayLine { get; }
public IDelayLine BackLeftDelayLine { get; }
public float DryGain { get; private set; }
public uint[] EarlyDelayTime { get; private set; }
public float PreviousPreDelayValue { get; set; }
public float PreviousPreDelayGain { get; private set; }
public float TargetPreDelayGain { get; private set; }
public float EarlyReflectionsGain { get; private set; }
public float LateReverbGain { get; private set; }
public uint ReflectionDelayTime { get; private set; }
public float EchoLateReverbDecay { get; private set; }
public float[] DecayDirectFdnGain { get; private set; }
public float[] DecayCurrentFdnGain { get; private set; }
public float[] DecayCurrentOutputGain { get; private set; }
public float[] PreviousFeedbackOutputDecayed { get; private set; }
public Reverb3dState(ref Reverb3dParameter parameter, ulong workBuffer)
{
FdnDelayLines = new IDelayLine[4];
DecayDelays1 = new DecayDelay[4];
DecayDelays2 = new DecayDelay[4];
DecayDirectFdnGain = new float[4];
DecayCurrentFdnGain = new float[4];
DecayCurrentOutputGain = new float[4];
PreviousFeedbackOutputDecayed = new float[4];
uint sampleRate = parameter.SampleRate / 1000;
for (int i = 0; i < 4; i++)
{
FdnDelayLines[i] = new DelayLine3d(sampleRate, FdnDelayMaxTimes[i]);
DecayDelays1[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes1[i]));
DecayDelays2[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes2[i]));
}
PreDelayLine = new DelayLine3d(sampleRate, 400);
BackLeftDelayLine = new DelayLine3d(sampleRate, 5);
UpdateParameter(ref parameter);
}
public void UpdateParameter(ref Reverb3dParameter parameter)
{
uint sampleRate = parameter.SampleRate / 1000;
EarlyDelayTime = new uint[20];
DryGain = parameter.DryGain;
PreviousFeedbackOutputDecayed.AsSpan().Fill(0);
PreviousPreDelayValue = 0;
EarlyReflectionsGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReflectionsGain, 5000.0f) / 2000.0f);
LateReverbGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReverbGain, 5000.0f) / 2000.0f);
float highFrequencyRoomGain = FloatingPointHelper.Pow10(parameter.RoomHf / 2000.0f);
if (highFrequencyRoomGain < 1.0f)
{
float tempA = 1.0f - highFrequencyRoomGain;
float tempB = 2.0f - ((2.0f * highFrequencyRoomGain) * FloatingPointHelper.Cos(256.0f * parameter.HfReference / parameter.SampleRate));
float tempC = MathF.Sqrt(MathF.Pow(tempB, 2) - (4.0f * (1.0f - highFrequencyRoomGain) * (1.0f - highFrequencyRoomGain)));
PreviousPreDelayGain = (tempB - tempC) / (2.0f * tempA);
TargetPreDelayGain = 1.0f - PreviousPreDelayGain;
}
else
{
PreviousPreDelayGain = 0.0f;
TargetPreDelayGain = 1.0f;
}
ReflectionDelayTime = IDelayLine.GetSampleCount(sampleRate, 1000.0f * (parameter.ReflectionDelay + parameter.ReverbDelayTime));
EchoLateReverbDecay = 0.6f * parameter.Diffusion * 0.01f;
for (int i = 0; i < FdnDelayLines.Length; i++)
{
FdnDelayLines[i].SetDelay(FdnDelayMinTimes[i] + (parameter.Density / 100 * (FdnDelayMaxTimes[i] - FdnDelayMinTimes[i])));
uint tempSampleCount = FdnDelayLines[i].CurrentSampleCount + DecayDelays1[i].CurrentSampleCount + DecayDelays2[i].CurrentSampleCount;
float tempA = (-60.0f * tempSampleCount) / (parameter.DecayTime * parameter.SampleRate);
float tempB = tempA / parameter.HfDecayRatio;
float tempC = FloatingPointHelper.Cos(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate) / FloatingPointHelper.Sin(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate);
float tempD = FloatingPointHelper.Pow10((tempB - tempA) / 40.0f);
float tempE = FloatingPointHelper.Pow10((tempB + tempA) / 40.0f) * 0.7071f;
DecayDirectFdnGain[i] = tempE * ((tempD * tempC) + 1.0f) / (tempC + tempD);
DecayCurrentFdnGain[i] = tempE * (1.0f - (tempD * tempC)) / (tempC + tempD);
DecayCurrentOutputGain[i] = (tempC - tempD) / (tempC + tempD);
DecayDelays1[i].SetDecayRate(EchoLateReverbDecay);
DecayDelays2[i].SetDecayRate(EchoLateReverbDecay * -0.9f);
}
for (int i = 0; i < EarlyDelayTime.Length; i++)
{
uint sampleCount = Math.Min(IDelayLine.GetSampleCount(sampleRate, (parameter.ReflectionDelay * 1000.0f) + (EarlyDelayTimes[i] * 1000.0f * ((parameter.ReverbDelayTime * 0.9998f) + 0.02f))), PreDelayLine.SampleCountMax);
EarlyDelayTime[i] = sampleCount;
}
}
}
}

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//
// Copyright (c) 2019-2021 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 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 IDelayLine[] FdnDelayLines { get; }
public DecayDelay[] DecayDelays { get; }
public IDelayLine PreDelayLine { get; }
public IDelayLine BackLeftDelayLine { 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().Slice((int)lateMode * 4, 4);
}
private ReadOnlySpan<float> GetDecayDelayTimesByLateMode(ReverbLateMode lateMode)
{
return DecayDelayTimes.AsSpan().Slice((int)lateMode * 4, 4);
}
public ReverbState(ref ReverbParameter parameter, ulong workBuffer, bool isLongSizePreDelaySupported)
{
FdnDelayLines = new IDelayLine[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);
BackLeftDelayLine = 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));
}
}
}
}