cb43cc7e32
* Add the ability to toggle mute in the status bar. * Add the ability to toggle mute in the status bar. * Formatting fixes * Add hotkey (F2) to mute * Add default hotkey to config.json * Add ability to change volume via slider. * Fix Headless * Fix SDL2 Problem : Credits to d3xMachina * Remove unnecessary work * Address gdk comments * Toggling with Hotkey now properly restores volume to original level. * Toggling with Hotkey now properly restores volume to original level. * Update UI to show Volume % instead of Muted/Unmuted * Clean up the volume ui a bit. * Undo unintentionally committed code. * Implement AudRen Support * Restore intiial volume level in function definition. * Finalize UI * Finalize UI * Use clamp for bounds check * Use Math.Clamp for volume in soundio * Address comments by gdkchan * Address remaining comments * Fix missing semicolon * Address remaining gdkchan comment * Fix comment * Change /* to // * Allow volume slider to change volume immediately. Also force label text to cast to int to prevent decimals from showing in status bar * Remove blank line * Undo setting of volume level when "Cancel" is pressed. * Fix allignment for settings window code
116 lines
3.4 KiB
C#
116 lines
3.4 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 Ryujinx.Audio.Integration;
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace Ryujinx.Audio.Renderer.Utils
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{
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/// <summary>
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/// A <see cref="IHardwareDevice"/> that outputs to a wav file.
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/// </summary>
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public class FileHardwareDevice : IHardwareDevice
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{
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private FileStream _stream;
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private uint _channelCount;
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private uint _sampleRate;
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private const int HeaderSize = 44;
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public FileHardwareDevice(string path, uint channelCount, uint sampleRate)
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{
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_stream = File.OpenWrite(path);
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_channelCount = channelCount;
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_sampleRate = sampleRate;
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_stream.Seek(HeaderSize, SeekOrigin.Begin);
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}
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private void UpdateHeader()
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{
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var writer = new BinaryWriter(_stream);
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long currentPos = writer.Seek(0, SeekOrigin.Current);
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writer.Seek(0, SeekOrigin.Begin);
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writer.Write(Encoding.ASCII.GetBytes("RIFF"));
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writer.Write((int)(writer.BaseStream.Length - 8));
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writer.Write(Encoding.ASCII.GetBytes("WAVE"));
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writer.Write(Encoding.ASCII.GetBytes("fmt "));
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writer.Write(16);
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writer.Write((short)1);
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writer.Write((short)GetChannelCount());
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writer.Write(GetSampleRate());
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writer.Write(GetSampleRate() * GetChannelCount() * sizeof(short));
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writer.Write((short)(GetChannelCount() * sizeof(short)));
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writer.Write((short)(sizeof(short) * 8));
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writer.Write(Encoding.ASCII.GetBytes("data"));
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writer.Write((int)(writer.BaseStream.Length - HeaderSize));
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writer.Seek((int)currentPos, SeekOrigin.Begin);
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}
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public void AppendBuffer(ReadOnlySpan<short> data, uint channelCount)
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{
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_stream.Write(MemoryMarshal.Cast<short, byte>(data));
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UpdateHeader();
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_stream.Flush();
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}
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public void SetVolume(float volume)
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{
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// Do nothing, volume is not used for FileHardwareDevice at the moment.
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}
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public float GetVolume()
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{
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// FileHardwareDevice does not incorporate volume.
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return 0;
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}
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public uint GetChannelCount()
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{
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return _channelCount;
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}
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public uint GetSampleRate()
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{
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return _sampleRate;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_stream?.Flush();
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_stream?.Dispose();
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_stream = null;
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}
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}
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}
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}
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