Update audio renderer to REV13: Add support for compressor statistics and volume reset (#7372)
* Update audio renderer to REV13: Add support for compressor statistics and volume reset * XML docs * Disable stats reset * Wrong comment * Fix more XML docs * PR feedback
This commit is contained in:
@@ -1,9 +1,11 @@
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using Ryujinx.Audio.Renderer.Dsp.Effect;
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter;
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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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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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@@ -21,18 +23,20 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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public CompressorParameter Parameter => _parameter;
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public Memory<CompressorState> State { get; }
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public Memory<EffectResultState> ResultState { 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 CompressorParameter _parameter;
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public CompressorCommand(uint bufferOffset, CompressorParameter parameter, Memory<CompressorState> state, bool isEnabled, int nodeId)
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public CompressorCommand(uint bufferOffset, CompressorParameter parameter, Memory<CompressorState> state, Memory<EffectResultState> resultState, bool isEnabled, 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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ResultState = resultState;
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IsEffectEnabled = isEnabled;
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@@ -71,9 +75,16 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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if (IsEffectEnabled && _parameter.IsChannelCountValid())
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{
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Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<float> channelInput = stackalloc float[Parameter.ChannelCount];
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if (!ResultState.IsEmpty && _parameter.StatisticsReset)
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{
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ref CompressorStatistics statistics = ref MemoryMarshal.Cast<byte, CompressorStatistics>(ResultState.Span[0].SpecificData)[0];
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statistics.Reset(_parameter.ChannelCount);
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}
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Span<IntPtr> inputBuffers = stackalloc IntPtr[_parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[_parameter.ChannelCount];
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Span<float> channelInput = stackalloc float[_parameter.ChannelCount];
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ExponentialMovingAverage inputMovingAverage = state.InputMovingAverage;
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float unknown4 = state.Unknown4;
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ExponentialMovingAverage compressionGainAverage = state.CompressionGainAverage;
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@@ -92,7 +103,8 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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channelInput[channelIndex] = *((float*)inputBuffers[channelIndex] + sampleIndex);
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}
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float newMean = inputMovingAverage.Update(FloatingPointHelper.MeanSquare(channelInput), _parameter.InputGain);
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float mean = FloatingPointHelper.MeanSquare(channelInput);
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float newMean = inputMovingAverage.Update(mean, _parameter.InputGain);
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float y = FloatingPointHelper.Log10(newMean) * 10.0f;
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float z = 1.0f;
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@@ -111,7 +123,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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if (y >= state.Unknown14)
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{
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tmpGain = ((1.0f / Parameter.Ratio) - 1.0f) * (y - Parameter.Threshold);
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tmpGain = ((1.0f / _parameter.Ratio) - 1.0f) * (y - _parameter.Threshold);
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}
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else
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{
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@@ -126,7 +138,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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if ((unknown4 - z) <= 0.08f)
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{
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compressionEmaAlpha = Parameter.ReleaseCoefficient;
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compressionEmaAlpha = _parameter.ReleaseCoefficient;
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if ((unknown4 - z) >= -0.08f)
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{
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@@ -140,18 +152,31 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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}
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else
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{
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compressionEmaAlpha = Parameter.AttackCoefficient;
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compressionEmaAlpha = _parameter.AttackCoefficient;
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}
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float compressionGain = compressionGainAverage.Update(z, compressionEmaAlpha);
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for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
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for (int channelIndex = 0; channelIndex < _parameter.ChannelCount; channelIndex++)
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{
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*((float*)outputBuffers[channelIndex] + sampleIndex) = channelInput[channelIndex] * compressionGain * state.OutputGain;
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}
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unknown4 = unknown4New;
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previousCompressionEmaAlpha = compressionEmaAlpha;
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if (!ResultState.IsEmpty)
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{
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ref CompressorStatistics statistics = ref MemoryMarshal.Cast<byte, CompressorStatistics>(ResultState.Span[0].SpecificData)[0];
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statistics.MinimumGain = MathF.Min(statistics.MinimumGain, compressionGain * state.OutputGain);
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statistics.MaximumMean = MathF.Max(statistics.MaximumMean, mean);
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for (int channelIndex = 0; channelIndex < _parameter.ChannelCount; channelIndex++)
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{
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statistics.LastSamples[channelIndex] = MathF.Abs(channelInput[channelIndex] * (1f / 32768f));
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}
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}
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}
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state.InputMovingAverage = inputMovingAverage;
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@@ -161,7 +186,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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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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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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@@ -38,10 +38,10 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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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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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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@@ -51,11 +51,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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if (IsEffectEnabled)
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{
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if (Parameter.Status == UsageState.Invalid)
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if (_parameter.Status == UsageState.Invalid)
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{
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state = new LimiterState(ref _parameter, WorkBuffer);
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}
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else if (Parameter.Status == UsageState.New)
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else if (_parameter.Status == UsageState.New)
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{
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LimiterState.UpdateParameter(ref _parameter);
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}
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@@ -66,56 +66,56 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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private unsafe void ProcessLimiter(CommandList context, ref LimiterState state)
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{
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Debug.Assert(Parameter.IsChannelCountValid());
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Debug.Assert(_parameter.IsChannelCountValid());
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if (IsEffectEnabled && Parameter.IsChannelCountValid())
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if (IsEffectEnabled && _parameter.IsChannelCountValid())
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{
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Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<IntPtr> inputBuffers = stackalloc IntPtr[_parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[_parameter.ChannelCount];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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for (int i = 0; i < _parameter.ChannelCount; i++)
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{
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inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
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outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
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}
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for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
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for (int channelIndex = 0; channelIndex < _parameter.ChannelCount; channelIndex++)
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{
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for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
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{
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float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
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float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
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float inputSample = (rawInputSample / short.MaxValue) * _parameter.InputGain;
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float sampleInputMax = Math.Abs(inputSample);
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float inputCoefficient = Parameter.ReleaseCoefficient;
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float inputCoefficient = _parameter.ReleaseCoefficient;
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if (sampleInputMax > state.DetectorAverage[channelIndex].Read())
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{
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inputCoefficient = Parameter.AttackCoefficient;
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inputCoefficient = _parameter.AttackCoefficient;
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}
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float detectorValue = state.DetectorAverage[channelIndex].Update(sampleInputMax, inputCoefficient);
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float attenuation = 1.0f;
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if (detectorValue > Parameter.Threshold)
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if (detectorValue > _parameter.Threshold)
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{
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attenuation = Parameter.Threshold / detectorValue;
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attenuation = _parameter.Threshold / detectorValue;
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}
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float outputCoefficient = Parameter.ReleaseCoefficient;
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float outputCoefficient = _parameter.ReleaseCoefficient;
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if (state.CompressionGainAverage[channelIndex].Read() > attenuation)
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{
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outputCoefficient = Parameter.AttackCoefficient;
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outputCoefficient = _parameter.AttackCoefficient;
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}
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float compressionGain = state.CompressionGainAverage[channelIndex].Update(attenuation, outputCoefficient);
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ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
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ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * _parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
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float outputSample = delayedSample * compressionGain * Parameter.OutputGain;
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float outputSample = delayedSample * compressionGain * _parameter.OutputGain;
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*((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
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@@ -123,16 +123,16 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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state.DelayedSampleBufferPosition[channelIndex]++;
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while (state.DelayedSampleBufferPosition[channelIndex] >= Parameter.DelayBufferSampleCountMin)
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while (state.DelayedSampleBufferPosition[channelIndex] >= _parameter.DelayBufferSampleCountMin)
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{
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state.DelayedSampleBufferPosition[channelIndex] -= Parameter.DelayBufferSampleCountMin;
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state.DelayedSampleBufferPosition[channelIndex] -= _parameter.DelayBufferSampleCountMin;
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}
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}
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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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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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@@ -49,10 +49,10 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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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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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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@@ -62,11 +62,11 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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if (IsEffectEnabled)
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{
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if (Parameter.Status == UsageState.Invalid)
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if (_parameter.Status == UsageState.Invalid)
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{
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state = new LimiterState(ref _parameter, WorkBuffer);
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}
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else if (Parameter.Status == UsageState.New)
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else if (_parameter.Status == UsageState.New)
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{
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LimiterState.UpdateParameter(ref _parameter);
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}
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@@ -77,63 +77,63 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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private unsafe void ProcessLimiter(CommandList context, ref LimiterState state)
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{
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Debug.Assert(Parameter.IsChannelCountValid());
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Debug.Assert(_parameter.IsChannelCountValid());
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if (IsEffectEnabled && Parameter.IsChannelCountValid())
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if (IsEffectEnabled && _parameter.IsChannelCountValid())
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{
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if (!ResultState.IsEmpty && Parameter.StatisticsReset)
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if (!ResultState.IsEmpty && _parameter.StatisticsReset)
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{
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ref LimiterStatistics statistics = ref MemoryMarshal.Cast<byte, LimiterStatistics>(ResultState.Span[0].SpecificData)[0];
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statistics.Reset();
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}
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Span<IntPtr> inputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[Parameter.ChannelCount];
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Span<IntPtr> inputBuffers = stackalloc IntPtr[_parameter.ChannelCount];
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Span<IntPtr> outputBuffers = stackalloc IntPtr[_parameter.ChannelCount];
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for (int i = 0; i < Parameter.ChannelCount; i++)
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for (int i = 0; i < _parameter.ChannelCount; i++)
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{
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inputBuffers[i] = context.GetBufferPointer(InputBufferIndices[i]);
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outputBuffers[i] = context.GetBufferPointer(OutputBufferIndices[i]);
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}
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for (int channelIndex = 0; channelIndex < Parameter.ChannelCount; channelIndex++)
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for (int channelIndex = 0; channelIndex < _parameter.ChannelCount; channelIndex++)
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{
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for (int sampleIndex = 0; sampleIndex < context.SampleCount; sampleIndex++)
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{
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float rawInputSample = *((float*)inputBuffers[channelIndex] + sampleIndex);
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float inputSample = (rawInputSample / short.MaxValue) * Parameter.InputGain;
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float inputSample = (rawInputSample / short.MaxValue) * _parameter.InputGain;
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float sampleInputMax = Math.Abs(inputSample);
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float inputCoefficient = Parameter.ReleaseCoefficient;
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float inputCoefficient = _parameter.ReleaseCoefficient;
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if (sampleInputMax > state.DetectorAverage[channelIndex].Read())
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{
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inputCoefficient = Parameter.AttackCoefficient;
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inputCoefficient = _parameter.AttackCoefficient;
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}
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float detectorValue = state.DetectorAverage[channelIndex].Update(sampleInputMax, inputCoefficient);
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float attenuation = 1.0f;
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if (detectorValue > Parameter.Threshold)
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if (detectorValue > _parameter.Threshold)
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{
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attenuation = Parameter.Threshold / detectorValue;
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attenuation = _parameter.Threshold / detectorValue;
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}
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float outputCoefficient = Parameter.ReleaseCoefficient;
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float outputCoefficient = _parameter.ReleaseCoefficient;
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if (state.CompressionGainAverage[channelIndex].Read() > attenuation)
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{
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outputCoefficient = Parameter.AttackCoefficient;
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outputCoefficient = _parameter.AttackCoefficient;
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}
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float compressionGain = state.CompressionGainAverage[channelIndex].Update(attenuation, outputCoefficient);
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ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * Parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
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ref float delayedSample = ref state.DelayedSampleBuffer[channelIndex * _parameter.DelayBufferSampleCountMax + state.DelayedSampleBufferPosition[channelIndex]];
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float outputSample = delayedSample * compressionGain * Parameter.OutputGain;
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float outputSample = delayedSample * compressionGain * _parameter.OutputGain;
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*((float*)outputBuffers[channelIndex] + sampleIndex) = outputSample * short.MaxValue;
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@@ -141,9 +141,9 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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state.DelayedSampleBufferPosition[channelIndex]++;
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while (state.DelayedSampleBufferPosition[channelIndex] >= Parameter.DelayBufferSampleCountMin)
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while (state.DelayedSampleBufferPosition[channelIndex] >= _parameter.DelayBufferSampleCountMin)
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{
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state.DelayedSampleBufferPosition[channelIndex] -= Parameter.DelayBufferSampleCountMin;
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state.DelayedSampleBufferPosition[channelIndex] -= _parameter.DelayBufferSampleCountMin;
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}
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if (!ResultState.IsEmpty)
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@@ -158,7 +158,7 @@ namespace Ryujinx.Audio.Renderer.Dsp.Command
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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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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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