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https://git.zaroz.cloud/nintendo-back-up/Ryujinx.git
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Move solution and projects to src
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37
src/Ryujinx.Audio/Renderer/Dsp/Effect/IDelayLine.cs
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37
src/Ryujinx.Audio/Renderer/Dsp/Effect/IDelayLine.cs
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using System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Effect
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{
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public interface IDelayLine
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{
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uint CurrentSampleCount { get; }
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uint SampleCountMax { get; }
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void SetDelay(float delayTime);
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float Read();
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float Update(float value);
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float TapUnsafe(uint sampleIndex, int offset);
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float Tap(uint sampleIndex);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static float Tap(Span<float> workBuffer, int baseIndex, int sampleIndex, int delaySampleCount)
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{
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int targetIndex = baseIndex - sampleIndex;
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if (targetIndex < 0)
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{
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targetIndex += delaySampleCount;
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}
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return workBuffer[targetIndex];
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static uint GetSampleCount(uint sampleRate, float delayTime)
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{
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return (uint)MathF.Round(sampleRate * delayTime);
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}
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}
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}
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