mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-02 06:47:25 +00:00
40311310d1
* amadeus: Add missing compressor effect from REV11 This was in my reversing notes but seems I completely forgot to implement it Also took the opportunity to simplify the Limiter effect a bit. * Remove some outdated comment * Address gdkchan's comments
115 lines
No EOL
3.4 KiB
C#
115 lines
No EOL
3.4 KiB
C#
using System;
|
|
using System.Reflection.Metadata;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp
|
|
{
|
|
public static class FloatingPointHelper
|
|
{
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float MultiplyRoundDown(float a, float b)
|
|
{
|
|
return RoundDown(a * b);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float RoundDown(float a)
|
|
{
|
|
return MathF.Round(a, 0);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float RoundUp(float a)
|
|
{
|
|
return MathF.Round(a);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float MultiplyRoundUp(float a, float b)
|
|
{
|
|
return RoundUp(a * b);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float Pow10(float x)
|
|
{
|
|
// NOTE: Nintendo implementation uses Q15 and a LUT for this, we don't.
|
|
// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
|
|
if (x >= 0.0f)
|
|
{
|
|
return 1.0f;
|
|
}
|
|
else if (x <= -5.3f)
|
|
{
|
|
return 0.0f;
|
|
}
|
|
|
|
return MathF.Pow(10, x);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float Log10(float x)
|
|
{
|
|
// NOTE: Nintendo uses an approximation of log10, we don't.
|
|
// As such, we support the same ranges as Nintendo to avoid unexpected behaviours.
|
|
return MathF.Pow(10, MathF.Max(x, 1.0e-10f));
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float MeanSquare(ReadOnlySpan<float> inputs)
|
|
{
|
|
float res = 0.0f;
|
|
|
|
foreach (float input in inputs)
|
|
{
|
|
res += (input * input);
|
|
}
|
|
|
|
res /= inputs.Length;
|
|
|
|
return res;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Map decibel to linear.
|
|
/// </summary>
|
|
/// <param name="db">The decibel value to convert</param>
|
|
/// <returns>Converted linear value/returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float DecibelToLinear(float db)
|
|
{
|
|
return MathF.Pow(10.0f, db / 20.0f);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Map decibel to linear in [0, 2] range.
|
|
/// </summary>
|
|
/// <param name="db">The decibel value to convert</param>
|
|
/// <returns>Converted linear value in [0, 2] range</returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float DecibelToLinearExtended(float db)
|
|
{
|
|
float tmp = MathF.Log2(DecibelToLinear(db));
|
|
|
|
return MathF.Truncate(tmp) + MathF.Pow(2.0f, tmp - MathF.Truncate(tmp));
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float DegreesToRadians(float degrees)
|
|
{
|
|
return degrees * MathF.PI / 180.0f;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float Cos(float value)
|
|
{
|
|
return MathF.Cos(DegreesToRadians(value));
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public static float Sin(float value)
|
|
{
|
|
return MathF.Sin(DegreesToRadians(value));
|
|
}
|
|
}
|
|
} |