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
89 lines
3 KiB
C#
89 lines
3 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 Ryujinx.Audio.Common;
|
|
using Ryujinx.Audio.Integration;
|
|
using Ryujinx.Memory;
|
|
|
|
namespace Ryujinx.Audio.Backends.Common
|
|
{
|
|
public abstract class HardwareDeviceSessionOutputBase : IHardwareDeviceSession
|
|
{
|
|
public IVirtualMemoryManager MemoryManager { get; }
|
|
public SampleFormat RequestedSampleFormat { get; }
|
|
public uint RequestedSampleRate { get; }
|
|
public uint RequestedChannelCount { get; }
|
|
|
|
public HardwareDeviceSessionOutputBase(IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount)
|
|
{
|
|
MemoryManager = memoryManager;
|
|
RequestedSampleFormat = requestedSampleFormat;
|
|
RequestedSampleRate = requestedSampleRate;
|
|
RequestedChannelCount = requestedChannelCount;
|
|
}
|
|
|
|
private byte[] GetBufferSamples(AudioBuffer buffer)
|
|
{
|
|
if (buffer.DataPointer == 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
byte[] data = new byte[buffer.DataSize];
|
|
|
|
MemoryManager.Read(buffer.DataPointer, data);
|
|
|
|
return data;
|
|
}
|
|
|
|
protected ulong GetSampleCount(AudioBuffer buffer)
|
|
{
|
|
return (ulong)BackendHelper.GetSampleCount(RequestedSampleFormat, (int)RequestedChannelCount, (int)buffer.DataSize);
|
|
}
|
|
|
|
public abstract void Dispose();
|
|
public abstract void PrepareToClose();
|
|
public abstract void QueueBuffer(AudioBuffer buffer);
|
|
public abstract void SetVolume(float volume);
|
|
public abstract float GetVolume();
|
|
public abstract void Start();
|
|
public abstract void Stop();
|
|
public abstract ulong GetPlayedSampleCount();
|
|
public abstract bool WasBufferFullyConsumed(AudioBuffer buffer);
|
|
public virtual bool RegisterBuffer(AudioBuffer buffer)
|
|
{
|
|
return RegisterBuffer(buffer, GetBufferSamples(buffer));
|
|
}
|
|
|
|
public virtual bool RegisterBuffer(AudioBuffer buffer, byte[] samples)
|
|
{
|
|
if (samples == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (buffer.Data == null)
|
|
{
|
|
buffer.Data = samples;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public virtual void UnregisterBuffer(AudioBuffer buffer) { }
|
|
}
|
|
}
|