Ryujinx/Ryujinx.Audio/IAalOutput.cs
Ac_K 57c4e6ef21
audout: Implement and fix some calls (#1725)
* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers

This PR implement audout service calls:
- GetAudioOutBufferCount
- GetAudioOutPlayedSampleCount
- FlushAudioOutBuffers

The RE calls just give some hints about no extra checks.
Since we use a totally different implementation because of our backend, I can't do something better for now.

SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong.

This fix #1133, fix #1258 and fix #1519.

Thanks to @jduncanator for this help during the implementation and all his precious advices.

* Fix some debug leftovers

* Address jD feedback
2020-11-20 21:59:01 +01:00

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1.7 KiB
C#

using System;
namespace Ryujinx.Audio
{
public interface IAalOutput : IDisposable
{
bool SupportsChannelCount(int channels);
private int SelectHardwareChannelCount(int targetChannelCount)
{
if (SupportsChannelCount(targetChannelCount))
{
return targetChannelCount;
}
switch (targetChannelCount)
{
case 6:
return SelectHardwareChannelCount(2);
case 2:
return SelectHardwareChannelCount(1);
case 1:
throw new ArgumentException("No valid channel configuration found!");
default:
throw new ArgumentException($"Invalid targetChannelCount {targetChannelCount}");
}
}
int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
{
return OpenHardwareTrack(sampleRate, SelectHardwareChannelCount(channels), channels, callback);
}
int OpenHardwareTrack(int sampleRate, int hardwareChannels, int virtualChannels, ReleaseCallback callback);
void CloseTrack(int trackId);
bool ContainsBuffer(int trackId, long bufferTag);
long[] GetReleasedBuffers(int trackId, int maxCount);
void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct;
void Start(int trackId);
void Stop(int trackId);
uint GetBufferCount(int trackId);
ulong GetPlayedSampleCount(int trackId);
bool FlushBuffers(int trackId);
float GetVolume(int trackId);
void SetVolume(int trackId, float volume);
PlaybackState GetState(int trackId);
}
}