mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-09-12 02:38:50 +02:00
* 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
108 lines
No EOL
2.7 KiB
C#
108 lines
No EOL
2.7 KiB
C#
using Ryujinx.Audio.Common;
|
|
using Ryujinx.Audio.Input;
|
|
using Ryujinx.Audio.Integration;
|
|
using Ryujinx.HLE.HOS.Kernel;
|
|
using Ryujinx.HLE.HOS.Kernel.Threading;
|
|
using Ryujinx.HLE.HOS.Services.Audio.AudioRenderer;
|
|
using System;
|
|
|
|
namespace Ryujinx.HLE.HOS.Services.Audio.AudioIn
|
|
{
|
|
class AudioIn : IAudioIn
|
|
{
|
|
private AudioInputSystem _system;
|
|
private uint _processHandle;
|
|
private KernelContext _kernelContext;
|
|
|
|
public AudioIn(AudioInputSystem system, KernelContext kernelContext, uint processHandle)
|
|
{
|
|
_system = system;
|
|
_kernelContext = kernelContext;
|
|
_processHandle = processHandle;
|
|
}
|
|
|
|
public ResultCode AppendBuffer(ulong bufferTag, ref AudioUserBuffer buffer)
|
|
{
|
|
return (ResultCode)_system.AppendBuffer(bufferTag, ref buffer);
|
|
}
|
|
|
|
public ResultCode AppendUacBuffer(ulong bufferTag, ref AudioUserBuffer buffer, uint handle)
|
|
{
|
|
return (ResultCode)_system.AppendUacBuffer(bufferTag, ref buffer, handle);
|
|
}
|
|
|
|
public bool ContainsBuffer(ulong bufferTag)
|
|
{
|
|
return _system.ContainsBuffer(bufferTag);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
_system.Dispose();
|
|
|
|
_kernelContext.Syscall.CloseHandle((int)_processHandle);
|
|
}
|
|
}
|
|
|
|
public bool FlushBuffers()
|
|
{
|
|
return _system.FlushBuffers();
|
|
}
|
|
|
|
public uint GetBufferCount()
|
|
{
|
|
return _system.GetBufferCount();
|
|
}
|
|
|
|
public ResultCode GetReleasedBuffers(Span<ulong> releasedBuffers, out uint releasedCount)
|
|
{
|
|
return (ResultCode)_system.GetReleasedBuffers(releasedBuffers, out releasedCount);
|
|
}
|
|
|
|
public AudioDeviceState GetState()
|
|
{
|
|
return _system.GetState();
|
|
}
|
|
|
|
public float GetVolume()
|
|
{
|
|
return _system.GetVolume();
|
|
}
|
|
|
|
public KEvent RegisterBufferEvent()
|
|
{
|
|
IWritableEvent outEvent = _system.RegisterBufferEvent();
|
|
|
|
if (outEvent is AudioKernelEvent)
|
|
{
|
|
return ((AudioKernelEvent)outEvent).Event;
|
|
}
|
|
else
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
public void SetVolume(float volume)
|
|
{
|
|
_system.SetVolume(volume);
|
|
}
|
|
|
|
public ResultCode Start()
|
|
{
|
|
return (ResultCode)_system.Start();
|
|
}
|
|
|
|
public ResultCode Stop()
|
|
{
|
|
return (ResultCode)_system.Stop();
|
|
}
|
|
}
|
|
} |