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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.
272 lines
12 KiB
C#
272 lines
12 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.State;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using Ryujinx.Audio.Renderer.Server.Effect;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class DelayCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.Delay;
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public ulong EstimatedProcessingTime { get; set; }
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public DelayParameter Parameter => _parameter;
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public Memory<DelayState> State { get; }
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public ulong WorkBuffer { get; }
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public ushort[] OutputBufferIndices { get; }
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public ushort[] InputBufferIndices { get; }
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public bool IsEffectEnabled { get; }
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private DelayParameter _parameter;
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private const int FixedPointPrecision = 14;
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public DelayCommand(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, ulong workBuffer, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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_parameter = parameter;
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State = state;
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WorkBuffer = workBuffer;
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IsEffectEnabled = isEnabled;
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InputBufferIndices = new ushort[RendererConstants.VoiceChannelCountMax];
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OutputBufferIndices = new ushort[RendererConstants.VoiceChannelCountMax];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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InputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Input[i]);
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OutputBufferIndices[i] = (ushort)(bufferOffset + Parameter.Output[i]);
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}
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}
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private void ProcessDelayMono(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, uint sampleCount)
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{
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ref DelayState state = ref State.Span[0];
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float feedbackGain = FixedPointHelper.ToFloat(Parameter.FeedbackGain, FixedPointPrecision);
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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for (int i = 0; i < sampleCount; i++)
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{
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float input = inputBuffer[i] * 64;
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float delayLineValue = state.DelayLines[0].Read();
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float lowPassResult = input * inGain + delayLineValue * feedbackGain * state.LowPassBaseGain + state.LowPassZ[0] * state.LowPassFeedbackGain;
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state.LowPassZ[0] = lowPassResult;
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state.DelayLines[0].Update(lowPassResult);
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outputBuffer[i] = (input * dryGain + delayLineValue * outGain) / 64;
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}
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}
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private void ProcessDelayStereo(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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ref DelayState state = ref State.Span[0];
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float[] channelInput = new float[Parameter.ChannelCount];
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float[] delayLineValues = new float[Parameter.ChannelCount];
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float[] temp = new float[Parameter.ChannelCount];
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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for (int i = 0; i < sampleCount; i++)
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{
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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channelInput[j] = inputBuffers[j].Span[i] * 64;
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delayLineValues[j] = state.DelayLines[j].Read();
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}
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temp[0] = channelInput[0] * inGain + delayLineValues[1] * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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temp[1] = channelInput[1] * inGain + delayLineValues[0] * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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state.LowPassZ[j] = lowPassResult;
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state.DelayLines[j].Update(lowPassResult);
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outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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}
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}
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}
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private void ProcessDelayQuadraphonic(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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ref DelayState state = ref State.Span[0];
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float[] channelInput = new float[Parameter.ChannelCount];
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float[] delayLineValues = new float[Parameter.ChannelCount];
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float[] temp = new float[Parameter.ChannelCount];
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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for (int i = 0; i < sampleCount; i++)
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{
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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channelInput[j] = inputBuffers[j].Span[i] * 64;
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delayLineValues[j] = state.DelayLines[j].Read();
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}
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temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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temp[1] = channelInput[1] * inGain + (delayLineValues[0] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
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temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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state.LowPassZ[j] = lowPassResult;
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state.DelayLines[j].Update(lowPassResult);
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outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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}
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}
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}
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private void ProcessDelaySurround(Memory<float>[] outputBuffers, ReadOnlyMemory<float>[] inputBuffers, uint sampleCount)
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{
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ref DelayState state = ref State.Span[0];
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float[] channelInput = new float[Parameter.ChannelCount];
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float[] delayLineValues = new float[Parameter.ChannelCount];
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float[] temp = new float[Parameter.ChannelCount];
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float delayFeedbackBaseGain = state.DelayFeedbackBaseGain;
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float delayFeedbackCrossGain = state.DelayFeedbackCrossGain;
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float inGain = FixedPointHelper.ToFloat(Parameter.InGain, FixedPointPrecision);
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float dryGain = FixedPointHelper.ToFloat(Parameter.DryGain, FixedPointPrecision);
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float outGain = FixedPointHelper.ToFloat(Parameter.OutGain, FixedPointPrecision);
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for (int i = 0; i < sampleCount; i++)
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{
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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channelInput[j] = inputBuffers[j].Span[i] * 64;
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delayLineValues[j] = state.DelayLines[j].Read();
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}
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temp[0] = channelInput[0] * inGain + (delayLineValues[2] + delayLineValues[4]) * delayFeedbackCrossGain + delayLineValues[0] * delayFeedbackBaseGain;
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temp[1] = channelInput[1] * inGain + (delayLineValues[4] + delayLineValues[3]) * delayFeedbackCrossGain + delayLineValues[1] * delayFeedbackBaseGain;
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temp[2] = channelInput[2] * inGain + (delayLineValues[3] + delayLineValues[0]) * delayFeedbackCrossGain + delayLineValues[2] * delayFeedbackBaseGain;
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temp[3] = channelInput[3] * inGain + (delayLineValues[1] + delayLineValues[2]) * delayFeedbackCrossGain + delayLineValues[3] * delayFeedbackBaseGain;
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temp[4] = channelInput[4] * inGain + (delayLineValues[0] + delayLineValues[1]) * delayFeedbackCrossGain + delayLineValues[4] * delayFeedbackBaseGain;
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temp[5] = channelInput[5] * inGain + delayLineValues[5] * delayFeedbackBaseGain;
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for (int j = 0; j < Parameter.ChannelCount; j++)
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{
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float lowPassResult = state.LowPassFeedbackGain * state.LowPassZ[j] + temp[j] * state.LowPassBaseGain;
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state.LowPassZ[j] = lowPassResult;
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state.DelayLines[j].Update(lowPassResult);
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outputBuffers[j].Span[i] = (channelInput[j] * dryGain + delayLineValues[j] * outGain) / 64;
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}
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}
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}
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private void ProcessDelay(CommandList context)
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{
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Debug.Assert(Parameter.IsChannelCountValid());
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if (IsEffectEnabled && Parameter.IsChannelCountValid())
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{
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ReadOnlyMemory<float>[] inputBuffers = new ReadOnlyMemory<float>[Parameter.ChannelCount];
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Memory<float>[] outputBuffers = new Memory<float>[Parameter.ChannelCount];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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inputBuffers[i] = context.GetBufferMemory(InputBufferIndices[i]);
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outputBuffers[i] = context.GetBufferMemory(OutputBufferIndices[i]);
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}
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switch (Parameter.ChannelCount)
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{
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case 1:
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ProcessDelayMono(outputBuffers[0].Span, inputBuffers[0].Span, context.SampleCount);
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break;
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case 2:
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ProcessDelayStereo(outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 4:
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ProcessDelayQuadraphonic(outputBuffers, inputBuffers, context.SampleCount);
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break;
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case 6:
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ProcessDelaySurround(outputBuffers, inputBuffers, context.SampleCount);
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break;
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default:
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throw new NotImplementedException($"{Parameter.ChannelCount}");
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}
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}
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else
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{
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for (int i = 0; i < Parameter.ChannelCount; i++)
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{
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if (InputBufferIndices[i] != OutputBufferIndices[i])
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{
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context.GetBufferMemory(InputBufferIndices[i]).CopyTo(context.GetBufferMemory(OutputBufferIndices[i]));
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}
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}
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}
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}
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public void Process(CommandList context)
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{
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ref DelayState state = ref State.Span[0];
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if (IsEffectEnabled)
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{
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if (Parameter.Status == UsageState.Invalid)
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{
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state = new DelayState(ref _parameter, WorkBuffer);
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}
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else if (Parameter.Status == UsageState.New)
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{
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state.UpdateParameter(ref _parameter);
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}
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}
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ProcessDelay(context);
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}
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}
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}
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