ryujinx/Ryujinx.Audio/Renderer/Dsp/Command/MixRampCommand.cs
Mary f556c80d02
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
2021-02-26 01:11:56 +01:00

84 lines
2.7 KiB
C#

//
// 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 System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class MixRampCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.MixRamp;
public ulong EstimatedProcessingTime { get; set; }
public ushort InputBufferIndex { get; }
public ushort OutputBufferIndex { get; }
public float Volume0 { get; }
public float Volume1 { get; }
public Memory<VoiceUpdateState> State { get; }
public int LastSampleIndex { get; }
public MixRampCommand(float volume0, float volume1, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceUpdateState> state, int nodeId)
{
Enabled = true;
NodeId = nodeId;
InputBufferIndex = (ushort)inputBufferIndex;
OutputBufferIndex = (ushort)outputBufferIndex;
Volume0 = volume0;
Volume1 = volume1;
State = state;
LastSampleIndex = lastSampleIndex;
}
private float ProcessMixRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
{
float ramp = (Volume1 - Volume0) / sampleCount;
float volume = Volume0;
float state = 0;
for (int i = 0; i < sampleCount; i++)
{
state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
outputBuffer[i] += state;
volume += ramp;
}
return state;
}
public void Process(CommandList context)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
State.Span[0].LastSamples[LastSampleIndex] = ProcessMixRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
}
}
}