194 lines
6.8 KiB
C#
194 lines
6.8 KiB
C#
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using SoundIOSharp;
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using System;
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using System.Collections.Concurrent;
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using System.Linq;
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namespace Ryujinx.Audio.SoundIo
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{
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/// <summary>
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/// An object pool containing a set of audio tracks
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/// </summary>
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internal class SoundIoAudioTrackPool : IDisposable
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{
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/// <summary>
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/// The current size of the <see cref="SoundIoAudioTrackPool"/>
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/// </summary>
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private int m_Size;
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/// <summary>
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/// The maximum size of the <see cref="SoundIoAudioTrackPool"/>
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/// </summary>
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private int m_MaxSize;
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/// <summary>
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/// The <see cref="SoundIO"/> audio context this track pool belongs to
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/// </summary>
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private SoundIO m_Context;
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/// <summary>
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/// The <see cref="SoundIODevice"/> audio device this track pool belongs to
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/// </summary>
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private SoundIODevice m_Device;
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/// <summary>
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/// The queue that keeps track of the available <see cref="SoundIoAudioTrack"/> in the pool.
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/// </summary>
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private ConcurrentQueue<SoundIoAudioTrack> m_Queue;
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/// <summary>
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/// The dictionary providing mapping between a TrackID and <see cref="SoundIoAudioTrack"/>
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/// </summary>
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private ConcurrentDictionary<int, SoundIoAudioTrack> m_TrackList;
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/// <summary>
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/// Gets the current size of the <see cref="SoundIoAudioTrackPool"/>
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/// </summary>
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public int Size { get => m_Size; }
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/// <summary>
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/// Gets the maximum size of the <see cref="SoundIoAudioTrackPool"/>
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/// </summary>
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public int MaxSize { get => m_MaxSize; }
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/// <summary>
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/// Gets a value that indicates whether the <see cref="SoundIoAudioTrackPool"/> is empty
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/// </summary>
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public bool IsEmpty { get => m_Queue.IsEmpty; }
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/// <summary>
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/// Constructs a new instance of a <see cref="SoundIoAudioTrackPool"/> that is empty
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/// </summary>
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/// <param name="maxSize">The maximum amount of tracks that can be created</param>
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public SoundIoAudioTrackPool(SoundIO context, SoundIODevice device, int maxSize)
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{
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m_Size = 0;
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m_Context = context;
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m_Device = device;
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m_MaxSize = maxSize;
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m_Queue = new ConcurrentQueue<SoundIoAudioTrack>();
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m_TrackList = new ConcurrentDictionary<int, SoundIoAudioTrack>();
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}
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/// <summary>
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/// Constructs a new instance of a <see cref="SoundIoAudioTrackPool"/> that contains
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/// the specified amount of <see cref="SoundIoAudioTrack"/>
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/// </summary>
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/// <param name="maxSize">The maximum amount of tracks that can be created</param>
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/// <param name="initialCapacity">The initial number of tracks that the pool contains</param>
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public SoundIoAudioTrackPool(SoundIO context, SoundIODevice device, int maxSize, int initialCapacity)
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: this(context, device, maxSize)
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{
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var trackCollection = Enumerable.Range(0, initialCapacity)
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.Select(TrackFactory);
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m_Size = initialCapacity;
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m_Queue = new ConcurrentQueue<SoundIoAudioTrack>(trackCollection);
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}
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/// <summary>
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/// Creates a new <see cref="SoundIoAudioTrack"/> with the proper AudioContext and AudioDevice
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/// and the specified <paramref name="trackId" />
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/// </summary>
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/// <param name="trackId">The ID of the track to be created</param>
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/// <returns>A new AudioTrack with the specified ID</returns>
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private SoundIoAudioTrack TrackFactory(int trackId)
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{
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// Create a new AudioTrack
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SoundIoAudioTrack track = new SoundIoAudioTrack(trackId, m_Context, m_Device);
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// Keep track of issued tracks
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m_TrackList[trackId] = track;
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return track;
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}
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/// <summary>
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/// Retrieves a <see cref="SoundIoAudioTrack"/> from the pool
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/// </summary>
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/// <returns>An AudioTrack from the pool</returns>
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public SoundIoAudioTrack Get()
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{
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// If we have a track available, reuse it
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if (m_Queue.TryDequeue(out SoundIoAudioTrack track))
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{
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return track;
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}
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// Have we reached the maximum size of our pool?
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if (m_Size >= m_MaxSize)
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{
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return null;
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}
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// We don't have any pooled tracks, so create a new one
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return TrackFactory(m_Size++);
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}
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/// <summary>
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/// Retrieves the <see cref="SoundIoAudioTrack"/> associated with the specified <paramref name="trackId"/> from the pool
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/// </summary>
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/// <param name="trackId">The ID of the track to retrieve</param>
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public SoundIoAudioTrack Get(int trackId)
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{
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if (m_TrackList.TryGetValue(trackId, out SoundIoAudioTrack track))
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{
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return track;
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}
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return null;
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}
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/// <summary>
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/// Attempers to get a <see cref="SoundIoAudioTrack"/> from the pool
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/// </summary>
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/// <param name="track">The track retrieved from the pool</param>
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/// <returns>True if retrieve was successful</returns>
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public bool TryGet(out SoundIoAudioTrack track)
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{
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track = Get();
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return track != null;
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}
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/// <summary>
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/// Attempts to get the <see cref="SoundIoAudioTrack" /> associated with the specified <paramref name="trackId"/> from the pool
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/// </summary>
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/// <param name="trackId">The ID of the track to retrieve</param>
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/// <param name="track">The track retrieved from the pool</param>
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public bool TryGet(int trackId, out SoundIoAudioTrack track)
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{
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return m_TrackList.TryGetValue(trackId, out track);
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}
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/// <summary>
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/// Returns an <see cref="SoundIoAudioTrack"/> back to the pool for reuse
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/// </summary>
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/// <param name="track">The track to be returned to the pool</param>
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public void Put(SoundIoAudioTrack track)
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{
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// Ensure the track is disposed and not playing audio
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track.Close();
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// Requeue the track for reuse later
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m_Queue.Enqueue(track);
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}
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/// <summary>
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/// Releases the unmanaged resources used by the <see cref="SoundIoAudioTrackPool" />
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/// </summary>
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public void Dispose()
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{
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foreach (var track in m_TrackList)
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{
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track.Value.Close();
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track.Value.Dispose();
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}
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m_Size = 0;
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m_Queue.Clear();
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m_TrackList.Clear();
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}
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}
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}
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