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).
137 lines
7.1 KiB
C#
137 lines
7.1 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.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 Reverb3dState
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{
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private readonly float[] FdnDelayMinTimes = new float[4] { 5.0f, 6.0f, 13.0f, 14.0f };
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private readonly float[] FdnDelayMaxTimes = new float[4] { 45.704f, 82.782f, 149.94f, 271.58f };
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private readonly float[] DecayDelayMaxTimes1 = new float[4] { 17.0f, 13.0f, 9.0f, 7.0f };
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private readonly float[] DecayDelayMaxTimes2 = new float[4] { 19.0f, 11.0f, 10.0f, 6.0f };
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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 };
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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 };
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public IDelayLine[] FdnDelayLines { get; }
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public DecayDelay[] DecayDelays1 { get; }
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public DecayDelay[] DecayDelays2 { get; }
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public IDelayLine PreDelayLine { get; }
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public IDelayLine FrontCenterDelayLine { get; }
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public float DryGain { get; private set; }
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public uint[] EarlyDelayTime { get; private set; }
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public float PreviousPreDelayValue { get; set; }
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public float PreviousPreDelayGain { get; private set; }
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public float TargetPreDelayGain { get; private set; }
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public float EarlyReflectionsGain { get; private set; }
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public float LateReverbGain { get; private set; }
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public uint ReflectionDelayTime { get; private set; }
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public float EchoLateReverbDecay { get; private set; }
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public float[] DecayDirectFdnGain { get; private set; }
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public float[] DecayCurrentFdnGain { get; private set; }
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public float[] DecayCurrentOutputGain { get; private set; }
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public float[] PreviousFeedbackOutputDecayed { get; private set; }
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public Reverb3dState(ref Reverb3dParameter parameter, ulong workBuffer)
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{
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FdnDelayLines = new IDelayLine[4];
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DecayDelays1 = new DecayDelay[4];
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DecayDelays2 = new DecayDelay[4];
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DecayDirectFdnGain = new float[4];
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DecayCurrentFdnGain = new float[4];
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DecayCurrentOutputGain = new float[4];
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PreviousFeedbackOutputDecayed = new float[4];
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uint sampleRate = parameter.SampleRate / 1000;
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for (int i = 0; i < 4; i++)
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{
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FdnDelayLines[i] = new DelayLine3d(sampleRate, FdnDelayMaxTimes[i]);
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DecayDelays1[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes1[i]));
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DecayDelays2[i] = new DecayDelay(new DelayLine3d(sampleRate, DecayDelayMaxTimes2[i]));
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}
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PreDelayLine = new DelayLine3d(sampleRate, 400);
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FrontCenterDelayLine = new DelayLine3d(sampleRate, 5);
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UpdateParameter(ref parameter);
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}
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public void UpdateParameter(ref Reverb3dParameter parameter)
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{
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uint sampleRate = parameter.SampleRate / 1000;
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EarlyDelayTime = new uint[20];
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DryGain = parameter.DryGain;
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PreviousFeedbackOutputDecayed.AsSpan().Fill(0);
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PreviousPreDelayValue = 0;
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EarlyReflectionsGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReflectionsGain, 5000.0f) / 2000.0f);
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LateReverbGain = FloatingPointHelper.Pow10(Math.Min(parameter.RoomGain + parameter.ReverbGain, 5000.0f) / 2000.0f);
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float highFrequencyRoomGain = FloatingPointHelper.Pow10(parameter.RoomHf / 2000.0f);
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if (highFrequencyRoomGain < 1.0f)
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{
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float tempA = 1.0f - highFrequencyRoomGain;
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float tempB = 2.0f - ((2.0f * highFrequencyRoomGain) * FloatingPointHelper.Cos(256.0f * parameter.HfReference / parameter.SampleRate));
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float tempC = MathF.Sqrt(MathF.Pow(tempB, 2) - (4.0f * (1.0f - highFrequencyRoomGain) * (1.0f - highFrequencyRoomGain)));
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PreviousPreDelayGain = (tempB - tempC) / (2.0f * tempA);
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TargetPreDelayGain = 1.0f - PreviousPreDelayGain;
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}
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else
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{
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PreviousPreDelayGain = 0.0f;
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TargetPreDelayGain = 1.0f;
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}
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ReflectionDelayTime = IDelayLine.GetSampleCount(sampleRate, 1000.0f * (parameter.ReflectionDelay + parameter.ReverbDelayTime));
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EchoLateReverbDecay = 0.6f * parameter.Diffusion * 0.01f;
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for (int i = 0; i < FdnDelayLines.Length; i++)
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{
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FdnDelayLines[i].SetDelay(FdnDelayMinTimes[i] + (parameter.Density / 100 * (FdnDelayMaxTimes[i] - FdnDelayMinTimes[i])));
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uint tempSampleCount = FdnDelayLines[i].CurrentSampleCount + DecayDelays1[i].CurrentSampleCount + DecayDelays2[i].CurrentSampleCount;
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float tempA = (-60.0f * tempSampleCount) / (parameter.DecayTime * parameter.SampleRate);
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float tempB = tempA / parameter.HfDecayRatio;
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float tempC = FloatingPointHelper.Cos(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate) / FloatingPointHelper.Sin(128.0f * 0.5f * parameter.HfReference / parameter.SampleRate);
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float tempD = FloatingPointHelper.Pow10((tempB - tempA) / 40.0f);
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float tempE = FloatingPointHelper.Pow10((tempB + tempA) / 40.0f) * 0.7071f;
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DecayDirectFdnGain[i] = tempE * ((tempD * tempC) + 1.0f) / (tempC + tempD);
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DecayCurrentFdnGain[i] = tempE * (1.0f - (tempD * tempC)) / (tempC + tempD);
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DecayCurrentOutputGain[i] = (tempC - tempD) / (tempC + tempD);
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DecayDelays1[i].SetDecayRate(EchoLateReverbDecay);
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DecayDelays2[i].SetDecayRate(EchoLateReverbDecay * -0.9f);
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}
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for (int i = 0; i < EarlyDelayTime.Length; i++)
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{
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uint sampleCount = Math.Min(IDelayLine.GetSampleCount(sampleRate, (parameter.ReflectionDelay * 1000.0f) + (EarlyDelayTimes[i] * 1000.0f * ((parameter.ReverbDelayTime * 0.9998f) + 0.02f))), PreDelayLine.SampleCountMax);
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EarlyDelayTime[i] = sampleCount;
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}
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}
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}
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}
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