using Ryujinx.Cpu; using Ryujinx.Memory; using System; using System.Text; namespace Ryujinx.HLE.HOS.Services.Audio { [Service("audin:u")] class IAudioInManager : IpcService { private const string DefaultAudioInsName = "BuiltInHeadset"; public IAudioInManager(ServiceCtx context) { } [Command(0)] // ListAudioIns() -> (u32 count, buffer names) public ResultCode ListAudioIns(ServiceCtx context) { long bufferPosition = context.Request.ReceiveBuff[0].Position; long bufferSize = context.Request.ReceiveBuff[0].Size; // NOTE: The service check if AudioInManager thread is started, if not it starts it. uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, false); context.ResponseData.Write(count); return ResultCode.Success; } [Command(2)] // 3.0.0+ // ListAudioInsAuto() -> (u32 count, buffer names) public ResultCode ListAudioInsAuto(ServiceCtx context) { (long bufferPosition, long bufferSize) = context.Request.GetBufferType0x22(); // NOTE: The service check if AudioInManager thread is started, if not it starts it. uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, false); context.ResponseData.Write(count); return ResultCode.Success; } [Command(4)] // 3.0.0+ // ListAudioInsAutoFiltered() -> (u32 count, buffer names) public ResultCode ListAudioInsAutoFiltered(ServiceCtx context) { (long bufferPosition, long bufferSize) = context.Request.GetBufferType0x22(); // NOTE: The service check if AudioInManager thread is started, if not it starts it. uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, true); context.ResponseData.Write(count); return ResultCode.Success; } private uint ListAudioInsImpl(IVirtualMemoryManager memory, long bufferPosition, long bufferSize, bool filtered = false) { uint count = 0; MemoryHelper.FillWithZeros(memory, bufferPosition, (int)bufferSize); if (bufferSize > 0) { // NOTE: The service also check that the input target is enabled when in filtering mode, as audctl and most of the audin logic isn't supported, we don't support it. if (!filtered) { byte[] deviceNameBuffer = Encoding.ASCII.GetBytes(DefaultAudioInsName + "\0"); memory.Write((ulong)bufferPosition, deviceNameBuffer); count++; } // NOTE: The service adds other input devices names available in the buffer, // every name is aligned to 0x100 bytes. // Since we don't support it for now, it's fine to do nothing here. } return count; } } }