Move solution and projects to src

This commit is contained in:
TSR Berry
2023-04-08 01:22:00 +02:00
committed by Mary
parent cd124bda58
commit cee7121058
3466 changed files with 55 additions and 55 deletions

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namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public class DecayDelay : IDelayLine
{
private readonly IDelayLine _delayLine;
public uint CurrentSampleCount => _delayLine.CurrentSampleCount;
public uint SampleCountMax => _delayLine.SampleCountMax;
private float _decayRate;
public DecayDelay(IDelayLine delayLine)
{
_decayRate = 0.0f;
_delayLine = delayLine;
}
public void SetDecayRate(float decayRate)
{
_decayRate = decayRate;
}
public float Update(float value)
{
float delayLineValue = _delayLine.Read();
float processedValue = value - (_decayRate * delayLineValue);
return _delayLine.Update(processedValue) + processedValue * _decayRate;
}
public void SetDelay(float delayTime)
{
_delayLine.SetDelay(delayTime);
}
public float Read()
{
return _delayLine.Read();
}
public float TapUnsafe(uint sampleIndex, int offset)
{
return _delayLine.TapUnsafe(sampleIndex, offset);
}
public float Tap(uint sampleIndex)
{
return _delayLine.Tap(sampleIndex);
}
}
}

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using System;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public class DelayLine : 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 DelayLine(uint sampleRate, float delayTimeMax)
{
_sampleRate = sampleRate;
SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
_workBuffer = new float[SampleCountMax + 1];
SetDelay(delayTimeMax);
}
private void ConfigureDelay(uint targetSampleCount)
{
CurrentSampleCount = Math.Min(SampleCountMax, targetSampleCount);
_currentSampleIndex = 0;
if (CurrentSampleCount == 0)
{
_lastSampleIndex = 0;
}
else
{
_lastSampleIndex = CurrentSampleCount - 1;
}
}
public void SetDelay(float delayTime)
{
ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
}
public float Read()
{
return _workBuffer[_currentSampleIndex];
}
public float Update(float value)
{
float output = Read();
_workBuffer[_currentSampleIndex++] = value;
if (_currentSampleIndex >= _lastSampleIndex)
{
_currentSampleIndex = 0;
}
return output;
}
public float TapUnsafe(uint sampleIndex, int offset)
{
return IDelayLine.Tap(_workBuffer, (int)_currentSampleIndex, (int)sampleIndex + offset, (int)CurrentSampleCount);
}
public float Tap(uint sampleIndex)
{
if (sampleIndex >= CurrentSampleCount)
{
sampleIndex = CurrentSampleCount - 1;
}
return TapUnsafe(sampleIndex, -1);
}
}
}

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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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using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public struct ExponentialMovingAverage
{
private float _mean;
public ExponentialMovingAverage(float mean)
{
_mean = mean;
}
public float Read()
{
return _mean;
}
public float Update(float value, float alpha)
{
_mean += alpha * (value - _mean);
return _mean;
}
}
}

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using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.Effect
{
public interface IDelayLine
{
uint CurrentSampleCount { get; }
uint SampleCountMax { get; }
void SetDelay(float delayTime);
float Read();
float Update(float value);
float TapUnsafe(uint sampleIndex, int offset);
float Tap(uint sampleIndex);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float Tap(Span<float> workBuffer, int baseIndex, int sampleIndex, int delaySampleCount)
{
int targetIndex = baseIndex - sampleIndex;
if (targetIndex < 0)
{
targetIndex += delaySampleCount;
}
return workBuffer[targetIndex];
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint GetSampleCount(uint sampleRate, float delayTime)
{
return (uint)MathF.Round(sampleRate * delayTime);
}
}
}