using Ryujinx.Audio.Backends.Common; using Ryujinx.Audio.Common; using Ryujinx.Audio.Integration; using Ryujinx.Memory; using System.Threading; namespace Ryujinx.Audio.Backends.Dummy { internal class DummyHardwareDeviceSessionOutput : HardwareDeviceSessionOutputBase { private float _volume; private IHardwareDeviceDriver _manager; private ulong _playedSampleCount; public DummyHardwareDeviceSessionOutput(IHardwareDeviceDriver manager, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, float requestedVolume) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount) { _volume = requestedVolume; _manager = manager; } public override void Dispose() { // Nothing to do. } public override ulong GetPlayedSampleCount() { return Interlocked.Read(ref _playedSampleCount); } public override float GetVolume() { return _volume; } public override void PrepareToClose() { } public override void QueueBuffer(AudioBuffer buffer) { Interlocked.Add(ref _playedSampleCount, GetSampleCount(buffer)); _manager.GetUpdateRequiredEvent().Set(); } public override void SetVolume(float volume) { _volume = volume; } public override void Start() { } public override void Stop() { } public override void UnregisterBuffer(AudioBuffer buffer) { } public override bool WasBufferFullyConsumed(AudioBuffer buffer) { return true; } } }