using System.Collections.Concurrent; using System.Collections.Generic; namespace Ryujinx.Audio { /// /// A Dummy audio renderer that does not output any audio /// public class DummyAudioOut : IAalOutput { private int _lastTrackId = 1; private float _volume = 1.0f; private ConcurrentQueue _trackIds; private ConcurrentQueue _buffers; private ConcurrentDictionary _releaseCallbacks; private ulong _playedSampleCount; public DummyAudioOut() { _buffers = new ConcurrentQueue(); _trackIds = new ConcurrentQueue(); _releaseCallbacks = new ConcurrentDictionary(); } /// /// Dummy audio output is always available, Baka! /// public static bool IsSupported => true; public PlaybackState GetState(int trackId) => PlaybackState.Stopped; public bool SupportsChannelCount(int channels) { return true; } public int OpenHardwareTrack(int sampleRate, int hardwareChannels, int virtualChannels, ReleaseCallback callback) { if (!_trackIds.TryDequeue(out int trackId)) { trackId = ++_lastTrackId; } _releaseCallbacks[trackId] = callback; return trackId; } public void CloseTrack(int trackId) { _trackIds.Enqueue(trackId); _releaseCallbacks.Remove(trackId, out _); } public bool ContainsBuffer(int trackID, long bufferTag) => false; public long[] GetReleasedBuffers(int trackId, int maxCount) { List bufferTags = new List(); for (int i = 0; i < maxCount; i++) { if (!_buffers.TryDequeue(out long tag)) { break; } bufferTags.Add(tag); } return bufferTags.ToArray(); } public void AppendBuffer(int trackId, long bufferTag, T[] buffer) where T : struct { _buffers.Enqueue(bufferTag); _playedSampleCount += (ulong)buffer.Length; if (_releaseCallbacks.TryGetValue(trackId, out var callback)) { callback?.Invoke(); } } public void Start(int trackId) { } public void Stop(int trackId) { } public uint GetBufferCount(int trackId) => (uint)_buffers.Count; public ulong GetPlayedSampleCount(int trackId) => _playedSampleCount; public bool FlushBuffers(int trackId) => false; public float GetVolume(int trackId) => _volume; public void SetVolume(int trackId, float volume) { _volume = volume; } public void Dispose() { _buffers.Clear(); } } }