using Ryujinx.Audio.SoundIo; using SoundIOSharp; using System.Collections.Generic; namespace Ryujinx.Audio { /// /// An audio renderer that uses libsoundio as the audio backend /// public class SoundIoAudioOut : IAalOutput { /// /// The maximum amount of tracks we can issue simultaneously /// private const int MaximumTracks = 256; /// /// The audio context /// private SoundIO m_AudioContext; /// /// The audio device /// private SoundIODevice m_AudioDevice; /// /// An object pool containing objects /// private SoundIoAudioTrackPool m_TrackPool; /// /// True if SoundIO is supported on the device. /// public static bool IsSupported => true; /// /// Constructs a new instance of a /// public SoundIoAudioOut() { m_AudioContext = new SoundIO(); m_AudioContext.Connect(); m_AudioContext.FlushEvents(); m_AudioDevice = m_AudioContext.GetOutputDevice(m_AudioContext.DefaultOutputDeviceIndex); m_TrackPool = new SoundIoAudioTrackPool(m_AudioContext, m_AudioDevice, MaximumTracks); } /// /// Gets the current playback state of the specified track /// /// The track to retrieve the playback state for public PlaybackState GetState(int trackId) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { return track.State; } return PlaybackState.Stopped; } /// /// Creates a new audio track with the specified parameters /// /// The requested sample rate /// The requested channels /// A that represents the delegate to invoke when a buffer has been released by the audio track /// The created track's Track ID public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback) { if (!m_TrackPool.TryGet(out SoundIoAudioTrack track)) { return -1; } // Open the output. We currently only support 16-bit signed LE track.Open(sampleRate, channels, callback, SoundIOFormat.S16LE); return track.TrackID; } /// /// Stops playback and closes the track specified by /// /// The ID of the track to close public void CloseTrack(int trackId) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { // Close and dispose of the track track.Close(); // Recycle the track back into the pool m_TrackPool.Put(track); } } /// /// Starts playback /// /// The ID of the track to start playback on public void Start(int trackId) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { track.Start(); } } /// /// Stops playback /// /// The ID of the track to stop playback on public void Stop(int trackId) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { track.Stop(); } } /// /// Appends an audio buffer to the specified track /// /// The sample type of the buffer /// The track to append the buffer to /// The internal tag of the buffer /// The buffer to append to the track public void AppendBuffer(int trackId, long bufferTag, T[] buffer) where T : struct { if(m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { track.AppendBuffer(bufferTag, buffer); } } /// /// Returns a value indicating whether the specified buffer is currently reserved by the specified track /// /// The track to check /// The buffer tag to check public bool ContainsBuffer(int trackId, long bufferTag) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { return track.ContainsBuffer(bufferTag); } return false; } /// /// Gets a list of buffer tags the specified track is no longer reserving /// /// The track to retrieve buffer tags from /// The maximum amount of buffer tags to retrieve /// Buffers released by the specified track public long[] GetReleasedBuffers(int trackId, int maxCount) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { List bufferTags = new List(); while(maxCount-- > 0 && track.ReleasedBuffers.TryDequeue(out long tag)) { bufferTags.Add(tag); } return bufferTags.ToArray(); } return new long[0]; } /// /// Releases the unmanaged resources used by the /// public void Dispose() { m_TrackPool.Dispose(); m_AudioContext.Disconnect(); m_AudioContext.Dispose(); } } }