a389dd59bd
* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
137 lines
7.1 KiB
C#
137 lines
7.1 KiB
C#
//
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// Copyright (c) 2019-2020 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 BackLeftDelayLine { 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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BackLeftDelayLine = 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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