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* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA2208 warnings * Address or silence dotnet format CA2211 warnings * Address review comments * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Add comments to disabled warnings * Remove a few unused parameters * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Start working on disabled warnings * Fix and silence a few dotnet-format warnings again * Address IDE0251 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * Fix naming rule violations, remove redundant code and fix build issues * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Add trailing commas * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Address review feedback --------- Co-authored-by: Ac_K <Acoustik666@gmail.com>
53 lines
1.3 KiB
C#
53 lines
1.3 KiB
C#
namespace Ryujinx.Audio.Renderer.Dsp.Effect
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{
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public class DecayDelay : IDelayLine
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{
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private readonly IDelayLine _delayLine;
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public uint CurrentSampleCount => _delayLine.CurrentSampleCount;
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public uint SampleCountMax => _delayLine.SampleCountMax;
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private float _decayRate;
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public DecayDelay(IDelayLine delayLine)
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{
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_decayRate = 0.0f;
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_delayLine = delayLine;
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}
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public void SetDecayRate(float decayRate)
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{
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_decayRate = decayRate;
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}
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public float Update(float value)
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{
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float delayLineValue = _delayLine.Read();
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float processedValue = value - (_decayRate * delayLineValue);
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return _delayLine.Update(processedValue) + processedValue * _decayRate;
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}
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public void SetDelay(float delayTime)
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{
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_delayLine.SetDelay(delayTime);
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}
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public float Read()
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{
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return _delayLine.Read();
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}
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public float TapUnsafe(uint sampleIndex, int offset)
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{
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return _delayLine.TapUnsafe(sampleIndex, offset);
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}
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public float Tap(uint sampleIndex)
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{
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return _delayLine.Tap(sampleIndex);
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}
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}
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}
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