f556c80d02
* 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
84 lines
2.9 KiB
C#
84 lines
2.9 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.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Device
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{
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/// <summary>
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/// Represents a virtual device used by IAudioDevice.
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/// </summary>
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public class VirtualDevice
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{
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/// <summary>
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/// All the defined virtual devices.
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/// </summary>
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public static readonly VirtualDevice[] Devices = new VirtualDevice[4]
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{
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new VirtualDevice("AudioStereoJackOutput", 2),
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new VirtualDevice("AudioBuiltInSpeakerOutput", 2),
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new VirtualDevice("AudioTvOutput", 6),
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new VirtualDevice("AudioUsbDeviceOutput", 2),
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};
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/// <summary>
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/// The name of the <see cref="VirtualDevice"/>.
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/// </summary>
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public string Name { get; }
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/// <summary>
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/// The count of channels supported by the <see cref="VirtualDevice"/>.
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/// </summary>
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public uint ChannelCount { get; }
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/// <summary>
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/// The system master volume of the <see cref="VirtualDevice"/>.
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/// </summary>
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public float MasterVolume { get; private set; }
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/// <summary>
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/// Create a new <see cref="VirtualDevice"/> instance.
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/// </summary>
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/// <param name="name">The name of the <see cref="VirtualDevice"/>.</param>
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/// <param name="channelCount">The count of channels supported by the <see cref="VirtualDevice"/>.</param>
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private VirtualDevice(string name, uint channelCount)
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{
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Name = name;
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ChannelCount = channelCount;
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}
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/// <summary>
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/// Update the master volume of the <see cref="VirtualDevice"/>.
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/// </summary>
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/// <param name="volume">The new master volume.</param>
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public void UpdateMasterVolume(float volume)
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{
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Debug.Assert(volume >= 0.0f && volume <= 1.0f);
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MasterVolume = volume;
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}
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/// <summary>
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/// Check if the <see cref="VirtualDevice"/> is a usb device.
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/// </summary>
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/// <returns>Returns true if the <see cref="VirtualDevice"/> is a usb device.</returns>
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public bool IsUsbDevice()
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{
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return Name.Equals("AudioUsbDeviceOutput");
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}
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}
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}
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