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* 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
171 lines
4.5 KiB
C#
171 lines
4.5 KiB
C#
using OpenTK.Audio;
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using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Integration;
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using Ryujinx.Memory;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
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namespace Ryujinx.Audio.Backends.OpenAL
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{
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public class OpenALHardwareDeviceDriver : IHardwareDeviceDriver
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{
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private object _lock = new object();
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private AudioContext _context;
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private ManualResetEvent _updateRequiredEvent;
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private List<OpenALHardwareDeviceSession> _sessions;
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private bool _stillRunning;
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private Thread _updaterThread;
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public OpenALHardwareDeviceDriver()
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{
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_context = new AudioContext();
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_updateRequiredEvent = new ManualResetEvent(false);
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_sessions = new List<OpenALHardwareDeviceSession>();
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_stillRunning = true;
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_updaterThread = new Thread(Update)
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{
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Name = "HardwareDeviceDriver.OpenAL"
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};
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_updaterThread.Start();
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}
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public static bool IsSupported
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{
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get
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{
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try
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{
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return AudioContext.AvailableDevices.Count > 0;
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}
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catch
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{
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return false;
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}
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}
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}
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public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
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{
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if (channelCount == 0)
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{
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channelCount = 2;
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}
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if (sampleRate == 0)
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{
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sampleRate = Constants.TargetSampleRate;
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}
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if (direction != Direction.Output)
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{
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throw new ArgumentException($"{direction}");
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}
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else if (!SupportsChannelCount(channelCount))
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{
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throw new ArgumentException($"{channelCount}");
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}
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lock (_lock)
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{
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OpenALHardwareDeviceSession session = new OpenALHardwareDeviceSession(this, memoryManager, sampleFormat, sampleRate, channelCount);
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_sessions.Add(session);
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return session;
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}
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}
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internal void Unregister(OpenALHardwareDeviceSession session)
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{
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lock (_lock)
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{
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_sessions.Remove(session);
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}
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}
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public ManualResetEvent GetUpdateRequiredEvent()
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{
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return _updateRequiredEvent;
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}
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private void Update()
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{
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while (_stillRunning)
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{
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bool updateRequired = false;
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lock (_lock)
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{
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foreach (OpenALHardwareDeviceSession session in _sessions)
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{
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if (session.Update())
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{
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updateRequired = true;
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}
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}
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}
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if (updateRequired)
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{
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_updateRequiredEvent.Set();
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}
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// If it's not slept it will waste cycles.
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Thread.Sleep(10);
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}
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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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lock (_lock)
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{
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_stillRunning = false;
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_updaterThread.Join();
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// Loop against all sessions to dispose them (they will unregister themself)
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while (_sessions.Count > 0)
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{
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OpenALHardwareDeviceSession session = _sessions[0];
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session.Dispose();
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}
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}
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_context.Dispose();
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}
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}
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public bool SupportsSampleRate(uint sampleRate)
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{
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return true;
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}
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public bool SupportsSampleFormat(SampleFormat sampleFormat)
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{
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return true;
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}
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public bool SupportsChannelCount(uint channelCount)
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{
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return channelCount == 1 || channelCount == 2 || channelCount == 6;
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}
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public bool SupportsDirection(Direction direction)
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{
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return direction == Direction.Output;
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}
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}
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}
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