amadeus: Improve and fix delay effect processing (#3205)

* amadeus: Improve and fix delay effect processing

This rework the delay effect processing by representing calculation with the appropriate matrix and by unrolling some loop in the code.
This allows better optimization by the JIT while making it more readeable.

Also fix a bug in the Surround code path found while looking back at my notes.

* Remove useless GetHashCode

* Address gdkchan's comments
This commit is contained in:
Mary 2022-04-08 10:52:18 +02:00 committed by GitHub
parent 55ee261363
commit d04ba51bb0
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
6 changed files with 363 additions and 66 deletions

View file

@ -17,6 +17,7 @@
using Ryujinx.Audio.Renderer.Dsp.Effect;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp.State
{
@ -43,7 +44,6 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
{
DelayLines[i] = new DelayLine(sampleRate, parameter.DelayTimeMax);
DelayLines[i].SetDelay(parameter.DelayTime);
LowPassZ[0] = 0;
}
UpdateParameter(ref parameter);
@ -69,5 +69,16 @@ namespace Ryujinx.Audio.Renderer.Dsp.State
LowPassFeedbackGain = 0.95f * FixedPointHelper.ToFloat(parameter.LowPassAmount, FixedPointPrecision);
LowPassBaseGain = 1.0f - LowPassFeedbackGain;
}
public void UpdateLowPassFilter(ref float tempRawRef, uint channelCount)
{
for (int i = 0; i < channelCount; i++)
{
float lowPassResult = LowPassFeedbackGain * LowPassZ[i] + Unsafe.Add(ref tempRawRef, i) * LowPassBaseGain;
LowPassZ[i] = lowPassResult;
DelayLines[i].Update(lowPassResult);
}
}
}
}