2018-11-15 03:22:50 +01:00
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Ryujinx.Audio
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{
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/// <summary>
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/// A Dummy audio renderer that does not output any audio
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/// </summary>
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public class DummyAudioOut : IAalOutput
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{
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2018-11-19 02:24:15 +01:00
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private int lastTrackId = 1;
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private ConcurrentQueue<int> m_TrackIds;
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2018-11-15 03:22:50 +01:00
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private ConcurrentQueue<long> m_Buffers;
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2018-11-19 02:24:15 +01:00
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private ConcurrentDictionary<int, ReleaseCallback> m_ReleaseCallbacks;
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2018-11-15 03:22:50 +01:00
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public DummyAudioOut()
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{
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2018-11-19 02:24:15 +01:00
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m_Buffers = new ConcurrentQueue<long>();
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m_TrackIds = new ConcurrentQueue<int>();
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m_ReleaseCallbacks = new ConcurrentDictionary<int, ReleaseCallback>();
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2018-11-15 03:22:50 +01:00
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}
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/// <summary>
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/// Dummy audio output is always available, Baka!
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/// </summary>
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public static bool IsSupported => true;
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public PlaybackState GetState(int trackId) => PlaybackState.Stopped;
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2018-11-19 02:24:15 +01:00
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public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
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{
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int trackId;
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2018-11-15 03:22:50 +01:00
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2018-11-19 02:24:15 +01:00
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if(!m_TrackIds.TryDequeue(out trackId))
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{
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trackId = ++lastTrackId;
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}
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m_ReleaseCallbacks[trackId] = callback;
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return trackId;
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}
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public void CloseTrack(int trackId)
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{
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m_TrackIds.Enqueue(trackId);
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m_ReleaseCallbacks.Remove(trackId, out _);
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}
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2018-11-15 03:22:50 +01:00
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public void Start(int trackId) { }
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public void Stop(int trackId) { }
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public void AppendBuffer<T>(int trackID, long bufferTag, T[] buffer)
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where T : struct
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{
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m_Buffers.Enqueue(bufferTag);
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2018-11-19 02:24:15 +01:00
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if(m_ReleaseCallbacks.TryGetValue(trackID, out var callback))
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{
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callback?.Invoke();
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}
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2018-11-15 03:22:50 +01:00
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}
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public long[] GetReleasedBuffers(int trackId, int maxCount)
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{
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List<long> bufferTags = new List<long>();
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for (int i = 0; i < maxCount; i++)
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{
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if (!m_Buffers.TryDequeue(out long tag))
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{
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break;
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}
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bufferTags.Add(tag);
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}
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return bufferTags.ToArray();
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}
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public bool ContainsBuffer(int trackID, long bufferTag) => false;
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public void Dispose()
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{
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m_Buffers.Clear();
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}
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}
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}
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