* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers
This PR implement audout service calls:
- GetAudioOutBufferCount
- GetAudioOutPlayedSampleCount
- FlushAudioOutBuffers
The RE calls just give some hints about no extra checks.
Since we use a totally different implementation because of our backend, I can't do something better for now.
SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong.
This fix#1133, fix#1258 and fix#1519.
Thanks to @jduncanator for this help during the implementation and all his precious advices.
* Fix some debug leftovers
* Address jD feedback
Changes:
Implement software surround downmixing (fix#796).
Fix a crash when no audio renderer were created when stopping emulation.
NOTE: This PR also disable support of 5.1 surround on the OpenAL backend as we cannot detect if the hardware directly support it. (the downmixing applied by OpenAL on Windows is terribly slow)
* Fix a crash when closing the main Ui
Also make sure to dispose the OpenAL context to not leak memory when
unloading the emulation context.
* Improve keys and 'game already running' dialogs
* Make sure to dispose the page table and ThreadContext
Less memory leaks!
* Fix tests
* Address gdk's comments
* audout:u: Implement SetAudioOutVolume and GetAudioOutVolume
- Implementation of `audout:u` SetAudioOutVolume and GetAudioOutVolume (checked with RE).
- Add Get and Set for Volume into audio backends.
- Cleanup of all audio backends to follow the `IAalOutput` structure and .NET standard.
- Split OpenAL backend into 2 files for consistency.
* Address comments
* Fix the volume calculation
* Fix typos
* Remove unneeded using statements
* Enforce var style more
* Remove redundant qualifiers
* Fix some indentation
* Disable naming warnings on files with external enum names
* Fix build
* Mass find & replace for comments with no spacing
* Standardize todo capitalization and for/if spacing
* Audio: Implement libsoundio as an alternative audio backend
libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound.
* Audio: Fix SoundIoRingBuffer documentation
* Audio: Unroll and optimize the audio write callback
Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample.
* Audio: Optimize the write callback further
This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned.
This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size.
* Audio: Fix typo in Stereo write callback
* Audio: Fix Surround (5.1) audio write callback
* Audio: Update Documentation
* Audio: Use built-in Unsafe.SizeOf<T>()
Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area.
* Audio: Keep fixed buffer style consistent
* Audio: Address styling nits
* Audio: More style nits
* Audio: Add additional documentation
* Audio: Move libsoundio bindings internal
As per discussion, moving the libsoundio native bindings into Ryujinx.Audio
* Audio: Bump Target Framework back up to .NET Core 2.1
* Audio: Remove voice mixing optimizations.
Leaves Saturation optimizations in place.