//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see .
//
using System;
using System.Threading;
namespace Ryujinx.Audio
{
///
/// Manage audio input and output system.
///
public class AudioManager : IDisposable
{
///
/// Lock used to control the waiters registration.
///
private object _lock = new object();
///
/// Events signaled when the driver played audio buffers.
///
private ManualResetEvent[] _updateRequiredEvents;
///
/// Action to execute when the driver played audio buffers.
///
private Action[] _actions;
///
/// The worker thread in charge of handling sessions update.
///
private Thread _workerThread;
///
/// Create a new .
///
public AudioManager()
{
_updateRequiredEvents = new ManualResetEvent[2];
_actions = new Action[2];
// Termination event.
_updateRequiredEvents[1] = new ManualResetEvent(false);
_workerThread = new Thread(Update)
{
Name = "AudioManager.Worker"
};
}
///
/// Start the .
///
public void Start()
{
if (_workerThread.IsAlive)
{
throw new InvalidOperationException();
}
_workerThread.Start();
}
///
/// Initialize update handlers.
///
/// The driver event that will get signaled by the device driver when an audio buffer finished playing/being captured
/// The callback to call when an audio buffer finished playing
/// The callback to call when an audio buffer was captured
public void Initialize(ManualResetEvent updatedRequiredEvent, Action outputCallback, Action inputCallback)
{
lock (_lock)
{
_updateRequiredEvents[0] = updatedRequiredEvent;
_actions[0] = outputCallback;
_actions[1] = inputCallback;
}
}
///
/// Entrypoint of the in charge of updating the .
///
private void Update()
{
while (true)
{
int index = WaitHandle.WaitAny(_updateRequiredEvents);
// Last index is here to indicate thread termination.
if (index + 1 == _updateRequiredEvents.Length)
{
break;
}
lock (_lock)
{
foreach (Action action in _actions)
{
action?.Invoke();
}
_updateRequiredEvents[0].Reset();
}
}
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_updateRequiredEvents[1].Set();
_workerThread.Join();
_updateRequiredEvents[1].Dispose();
}
}
}
}