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* Haydn: Part 1 Based on my reverse of audio 11.0.0. As always, core implementation under LGPLv3 for the same reasons as for Amadeus. This place the bases of a more flexible audio system while making audout & audin accurate. This have the following improvements: - Complete reimplementation of audout and audin. - Audin currently only have a dummy backend. - Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL). - Audio Renderer now can output to 5.1 devices when supported. - Audio Renderer init its backend on demand instead of keeping two up all the time. - All backends implementation are now in their own project. - Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this. As a note, games having issues with OpenAL haven't improved and will not because of OpenAL design (stopping when buffers finish playing causing possible audio "pops" when buffers are very small). * Update for latest hexkyz's edits on Switchbrew * audren: Rollback channel configuration changes * Address gdkchan's comments * Fix typo in OpenAL backend driver * Address last comments * Fix a nit * Address gdkchan's comments
61 lines
2.1 KiB
C#
61 lines
2.1 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Integration
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{
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/// <summary>
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/// Represent an hardware device used in <see cref="Renderer.Dsp.Command.DeviceSinkCommand"/>
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/// </summary>
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public interface IHardwareDevice : IDisposable
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{
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/// <summary>
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/// Get the supported sample rate of this device.
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/// </summary>
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/// <returns>The supported sample rate of this device.</returns>
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uint GetSampleRate();
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/// <summary>
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/// Get the channel count supported by this device.
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/// </summary>
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/// <returns>The channel count supported by this device.</returns>
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uint GetChannelCount();
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/// <summary>
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/// Appends new PCM16 samples to the device.
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/// </summary>
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/// <param name="data">The new PCM16 samples.</param>
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/// <param name="channelCount">The number of channels.</param>
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void AppendBuffer(ReadOnlySpan<short> data, uint channelCount);
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/// <summary>
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/// Check if the audio renderer needs to perform downmixing.
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/// </summary>
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/// <returns>True if downmixing is needed.</returns>
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public bool NeedDownmixing()
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{
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uint channelCount = GetChannelCount();
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Debug.Assert(channelCount > 0 && channelCount <= Constants.ChannelCountMax);
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return channelCount != Constants.ChannelCountMax;
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}
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}
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}
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