Ryujinx/Ryujinx.Audio/Renderer/Dsp/Command/DepopForMixBuffersCommand.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00

103 lines
3.1 KiB
C#

//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DepopForMixBuffersCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DepopForMixBuffers;
public ulong EstimatedProcessingTime { get; set; }
public uint MixBufferOffset { get; }
public uint MixBufferCount { get; }
public float Decay { get; }
public Memory<float> DepopBuffer { get; }
private const int FixedPointPrecisionForDecay = 15;
public DepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint mixBufferCount, int nodeId, uint sampleRate)
{
Enabled = true;
NodeId = nodeId;
MixBufferOffset = bufferOffset;
MixBufferCount = mixBufferCount;
DepopBuffer = depopBuffer;
if (sampleRate == 48000)
{
Decay = 0.962189f;
}
else // if (sampleRate == 32000)
{
Decay = 0.943695f;
}
}
private float ProcessDepopMix(Span<float> buffer, float depopValue, uint sampleCount)
{
if (depopValue <= 0)
{
for (int i = 0; i < sampleCount; i++)
{
depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
buffer[i] -= depopValue;
}
return -depopValue;
}
else
{
for (int i = 0; i < sampleCount; i++)
{
depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
buffer[i] += depopValue;
}
return depopValue;
}
}
public void Process(CommandList context)
{
uint bufferCount = Math.Min(MixBufferOffset + MixBufferCount, context.BufferCount);
for (int i = (int)MixBufferOffset; i < bufferCount; i++)
{
float depopValue = DepopBuffer.Span[i];
if (depopValue != 0)
{
Span<float> buffer = context.GetBuffer(i);
DepopBuffer.Span[i] = ProcessDepopMix(buffer, depopValue, context.SampleCount);
}
}
}
}
}