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- using System.Diagnostics;
- namespace Ryujinx.Audio.Renderer.Dsp.Effect
- {
- public class DelayLine3d : IDelayLine
- {
- private float[] _workBuffer;
- private uint _sampleRate;
- private uint _currentSampleIndex;
- private uint _lastSampleIndex;
- public uint CurrentSampleCount { get; private set; }
- public uint SampleCountMax { get; private set; }
- public DelayLine3d(uint sampleRate, float delayTimeMax)
- {
- _sampleRate = sampleRate;
- SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
- _workBuffer = new float[SampleCountMax + 1];
- SetDelay(delayTimeMax);
- }
- private void ConfigureDelay(uint targetSampleCount)
- {
- if (SampleCountMax >= targetSampleCount)
- {
- CurrentSampleCount = targetSampleCount;
- _lastSampleIndex = (_currentSampleIndex + targetSampleCount) % (SampleCountMax + 1);
- }
- }
- public void SetDelay(float delayTime)
- {
- ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
- }
- public float Read()
- {
- return _workBuffer[_currentSampleIndex];
- }
- public float Update(float value)
- {
- Debug.Assert(!float.IsNaN(value) && !float.IsInfinity(value));
- _workBuffer[_lastSampleIndex++] = value;
- float output = Read();
- _currentSampleIndex++;
- if (_currentSampleIndex >= SampleCountMax)
- {
- _currentSampleIndex = 0;
- }
- if (_lastSampleIndex >= SampleCountMax)
- {
- _lastSampleIndex = 0;
- }
- return output;
- }
- public float TapUnsafe(uint sampleIndex, int offset)
- {
- return IDelayLine.Tap(_workBuffer, (int)_lastSampleIndex, (int)sampleIndex + offset, (int)SampleCountMax + 1);
- }
- public float Tap(uint sampleIndex)
- {
- return TapUnsafe(sampleIndex, -1);
- }
- }
- }
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