4a7fd91857
Most notable fix is the voices in Fire Emblem Three Houses
103 lines
2.1 KiB
C++
103 lines
2.1 KiB
C++
#include "audio_core/delay_line.h"
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namespace AudioCore {
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DelayLineBase::DelayLineBase() = default;
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DelayLineBase::~DelayLineBase() = default;
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void DelayLineBase::Initialize(s32 _max_delay, float* src_buffer) {
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buffer = src_buffer;
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buffer_end = buffer + _max_delay;
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max_delay = _max_delay;
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output = buffer;
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SetDelay(_max_delay);
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Clear();
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}
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void DelayLineBase::SetDelay(s32 new_delay) {
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if (max_delay < new_delay) {
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return;
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}
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delay = new_delay;
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input = (buffer + ((output - buffer) + new_delay) % (max_delay + 1));
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}
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s32 DelayLineBase::GetDelay() const {
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return delay;
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}
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s32 DelayLineBase::GetMaxDelay() const {
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return max_delay;
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}
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f32 DelayLineBase::TapOut(s32 last_sample) {
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float* ptr = input - (last_sample + 1);
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if (ptr < buffer) {
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ptr += (max_delay + 1);
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}
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return *ptr;
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}
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f32 DelayLineBase::Tick(f32 sample) {
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*(input++) = sample;
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const auto out_sample = *(output++);
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if (buffer_end < input) {
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input = buffer;
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}
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if (buffer_end < output) {
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output = buffer;
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}
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return out_sample;
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}
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float* DelayLineBase::GetInput() {
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return input;
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}
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const float* DelayLineBase::GetInput() const {
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return input;
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}
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f32 DelayLineBase::GetOutputSample() const {
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return *output;
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}
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void DelayLineBase::Clear() {
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std::memset(buffer, 0, sizeof(float) * max_delay);
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}
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void DelayLineBase::Reset() {
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buffer = nullptr;
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buffer_end = nullptr;
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max_delay = 0;
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input = nullptr;
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output = nullptr;
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delay = 0;
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}
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DelayLineAllPass::DelayLineAllPass() = default;
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DelayLineAllPass::~DelayLineAllPass() = default;
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void DelayLineAllPass::Initialize(u32 delay, float _coeffcient, f32* src_buffer) {
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DelayLineBase::Initialize(delay, src_buffer);
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SetCoefficient(_coeffcient);
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}
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void DelayLineAllPass::SetCoefficient(float _coeffcient) {
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coefficient = _coeffcient;
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}
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f32 DelayLineAllPass::Tick(f32 sample) {
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const auto temp = sample - coefficient * *output;
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return coefficient * temp + DelayLineBase::Tick(temp);
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}
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void DelayLineAllPass::Reset() {
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coefficient = 0.0f;
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DelayLineBase::Reset();
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}
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} // namespace AudioCore
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