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* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
405 lines
16 KiB
C#
405 lines
16 KiB
C#
//
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// Copyright (c) 2019-2020 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;
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using System.Diagnostics;
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using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
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namespace Ryujinx.Audio.Renderer.Server
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{
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/// <summary>
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/// Behaviour context.
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/// </summary>
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/// <remarks>This handles features based on the audio renderer revision provided by the user.</remarks>
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public class BehaviourContext
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{
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/// <summary>
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/// The base magic of the Audio Renderer revision.
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/// </summary>
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public const int BaseRevisionMagic = ('R' << 0) | ('E' << 8) | ('V' << 16) | ('0' << 24);
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/// <summary>
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/// REV1: first revision.
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/// </summary>
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public const int Revision1 = 1 << 24;
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/// <summary>
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/// REV2: Added support for splitter and fix GC-ADPCM context not being provided to the DSP.
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/// </summary>
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/// <remarks>This was added in system update 2.0.0</remarks>
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public const int Revision2 = 2 << 24;
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/// <summary>
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/// REV3: Incremented the max pre-delay from 150 to 350 for the reverb command and removed the (unused) codec system.
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/// </summary>
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/// <remarks>This was added in system update 3.0.0</remarks>
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public const int Revision3 = 3 << 24;
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/// <summary>
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/// REV4: Added USB audio device support and incremented the rendering limit percent to 75%.
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/// </summary>
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/// <remarks>This was added in system update 4.0.0</remarks>
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public const int Revision4 = 4 << 24;
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/// <summary>
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/// REV5: <see cref="Parameter.VoiceInParameter.DecodingBehaviour"/>, <see cref="Parameter.VoiceInParameter.FlushWaveBufferCount"/> were added to voice.
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/// A new performance frame format (version 2) was added with support for more information about DSP timing.
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/// <see cref="Parameter.RendererInfoOutStatus"/> was added to supply the count of update done sent to the DSP.
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/// A new version of the command estimator was added to address timing changes caused by the voice changes.
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/// Additionally, the rendering limit percent was incremented to 80%.
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///
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/// </summary>
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/// <remarks>This was added in system update 6.0.0</remarks>
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public const int Revision5 = 5 << 24;
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/// <summary>
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/// REV6: This fixed a bug in the biquad filter command not clearing up <see cref="Dsp.State.BiquadFilterState"/> with <see cref="Effect.UsageState.New"/> usage state.
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/// </summary>
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/// <remarks>This was added in system update 6.1.0</remarks>
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public const int Revision6 = 6 << 24;
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/// <summary>
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/// REV7: Client side (finally) doesn't send all the mix client state to the server and can do partial updates.
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/// </summary>
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/// <remarks>This was added in system update 8.0.0</remarks>
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public const int Revision7 = 7 << 24;
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/// <summary>
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/// REV8:
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/// Wavebuffer was changed to support more control over loop (you can now specify where to start and end a loop, and how many times to loop).
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/// <see cref="Parameter.VoiceInParameter.SrcQuality"/> was added (see <see cref="Parameter.VoiceInParameter.SampleRateConversionQuality"/> for more info).
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/// Final leftovers of the codec system were removed.
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/// <see cref="Common.SampleFormat.PcmFloat"/> support was added.
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/// A new version of the command estimator was added to address timing changes caused by the voice and command changes.
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/// </summary>
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/// <remarks>This was added in system update 9.0.0</remarks>
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public const int Revision8 = 8 << 24;
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/// <summary>
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/// Last revision supported by the implementation.
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/// </summary>
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public const int LastRevision = Revision8;
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/// <summary>
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/// Target revision magic supported by the implementation.
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/// </summary>
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public const int ProcessRevision = BaseRevisionMagic + LastRevision;
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/// <summary>
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/// Get the revision number from the revision magic.
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/// </summary>
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/// <param name="revision">The revision magic.</param>
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/// <returns>The revision number.</returns>
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public static int GetRevisionNumber(int revision) => (revision - BaseRevisionMagic) >> 24;
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/// <summary>
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/// Current active revision.
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/// </summary>
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public int UserRevision { get; private set; }
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/// <summary>
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/// Error storage.
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/// </summary>
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private ErrorInfo[] _errorInfos;
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/// <summary>
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/// Current position in the <see cref="_errorInfos"/> array.
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/// </summary>
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private uint _errorIndex;
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/// <summary>
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/// Current flags of the <see cref="BehaviourContext"/>.
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/// </summary>
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private ulong _flags;
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/// <summary>
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/// Create a new instance of <see cref="BehaviourContext"/>.
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/// </summary>
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public BehaviourContext()
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{
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UserRevision = 0;
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_errorInfos = new ErrorInfo[RendererConstants.MaxErrorInfos];
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_errorIndex = 0;
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}
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/// <summary>
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/// Set the active revision.
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/// </summary>
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/// <param name="userRevision">The active revision.</param>
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public void SetUserRevision(int userRevision)
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{
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UserRevision = userRevision;
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}
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/// <summary>
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/// Update flags of the <see cref="BehaviourContext"/>.
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/// </summary>
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/// <param name="flags">The new flags.</param>
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public void UpdateFlags(ulong flags)
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{
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_flags = flags;
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}
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/// <summary>
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/// Check if a given revision is valid/supported.
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/// </summary>
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/// <param name="revision">The revision magic to check.</param>
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/// <returns>Returns true if the given revision is valid/supported</returns>
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public static bool CheckValidRevision(int revision)
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{
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return GetRevisionNumber(revision) <= GetRevisionNumber(ProcessRevision);
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}
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/// <summary>
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/// Check if the given revision is greater than or equal the supported revision.
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/// </summary>
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/// <param name="revision">The revision magic to check.</param>
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/// <param name="supportedRevision">The revision magic of the supported revision.</param>
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/// <returns>Returns true if the given revision is greater than or equal the supported revision.</returns>
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public static bool CheckFeatureSupported(int revision, int supportedRevision)
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{
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int revA = GetRevisionNumber(revision);
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int revB = GetRevisionNumber(supportedRevision);
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if (revA > LastRevision)
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{
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revA = 1;
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}
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if (revB > LastRevision)
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{
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revB = 1;
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}
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return revA >= revB;
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}
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/// <summary>
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/// Check if the memory pool mapping bypass flag is active.
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/// </summary>
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/// <returns>True if the memory pool mapping bypass flag is active.</returns>
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public bool IsMemoryPoolForceMappingEnabled()
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{
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return (_flags & 1) != 0;
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}
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/// <summary>
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/// Check if the audio renderer should fix the GC-ADPCM context not being provided to the DSP.
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/// </summary>
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/// <returns>True if if the audio renderer should fix it.</returns>
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public bool IsAdpcmLoopContextBugFixed()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision2);
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}
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/// <summary>
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/// Check if the audio renderer should accept splitters.
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/// </summary>
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/// <returns>True if the audio renderer should accept splitters.</returns>
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public bool IsSplitterSupported()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision2);
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}
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/// <summary>
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/// Check if the audio renderer should use a max pre-delay of 350 instead of 150.
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/// </summary>
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/// <returns>True if the max pre-delay must be 350.</returns>
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public bool IsLongSizePreDelaySupported()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision3);
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}
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/// <summary>
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/// Check if the audio renderer should expose USB audio device.
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/// </summary>
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/// <returns>True if the audio renderer should expose USB audio device.</returns>
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public bool IsAudioUsbDeviceOutputSupported()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision4);
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}
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/// <summary>
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/// Get the percentage allocated to the audio renderer on the DSP for processing.
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/// </summary>
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/// <returns>The percentage allocated to the audio renderer on the DSP for processing.</returns>
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public float GetAudioRendererProcessingTimeLimit()
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{
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if (CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5))
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{
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return 0.80f;
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}
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else if (CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision4))
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{
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return 0.75f;
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}
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return 0.70f;
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}
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/// <summary>
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/// Check if the audio render should support voice flushing.
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/// </summary>
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/// <returns>True if the audio render should support voice flushing.</returns>
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public bool IsFlushVoiceWaveBuffersSupported()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5);
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}
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/// <summary>
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/// Check if the audio renderer should trust the user destination count in <see cref="Splitter.SplitterState.Update(Splitter.SplitterContext, ref Parameter.SplitterInParameter, ReadOnlySpan{byte})"/>.
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/// </summary>
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/// <returns>True if the audio renderer should trust the user destination count.</returns>
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public bool IsSplitterBugFixed()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5);
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}
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/// <summary>
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/// Check if the audio renderer should supply the elapsed frame count to the user when updating.
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/// </summary>
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/// <returns>True if the audio renderer should supply the elapsed frame count to the user when updating.</returns>
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public bool IsElapsedFrameCountSupported()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5);
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}
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/// <summary>
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/// Get the performance metric data format version.
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/// </summary>
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/// <returns>The performance metric data format version.</returns>
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public uint GetPerformanceMetricsDataFormat()
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{
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if (CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5))
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{
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return 2;
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}
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else
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{
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return 1;
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}
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}
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/// <summary>
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/// Check if the audio renderer should support <see cref="Parameter.VoiceInParameter.DecodingBehaviour"/>.
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/// </summary>
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/// <returns>True if the audio renderer should support <see cref="Parameter.VoiceInParameter.DecodingBehaviour"/>.</returns>
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public bool IsDecodingBehaviourFlagSupported()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5);
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}
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/// <summary>
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/// Check if the audio renderer should fix the biquad filter command not clearing up <see cref="Dsp.State.BiquadFilterState"/> with <see cref="Effect.UsageState.New"/> usage state.
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/// </summary>
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/// <returns>True if the biquad filter state should be cleared.</returns>
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public bool IsBiquadFilterEffectStateClearBugFixed()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision6);
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}
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/// <summary>
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/// Check if the audio renderer should accept partial mix updates.
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/// </summary>
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/// <returns>True if the audio renderer should accept partial mix updates.</returns>
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public bool IsMixInParameterDirtyOnlyUpdateSupported()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision7);
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}
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/// <summary>
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/// Check if the audio renderer should use the new wavebuffer format.
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/// </summary>
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/// <returns>True if the audio renderer should use the new wavebuffer format.</returns>
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public bool IsWaveBufferVersion2Supported()
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{
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return CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision8);
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}
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/// <summary>
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/// Get the version of the <see cref="ICommandProcessingTimeEstimator"/>.
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/// </summary>
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/// <returns>The version of the <see cref="ICommandProcessingTimeEstimator"/>.</returns>
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public int GetCommandProcessingTimeEstimatorVersion()
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{
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if (CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision8))
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{
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return 3;
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}
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if (CheckFeatureSupported(UserRevision, BaseRevisionMagic + Revision5))
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{
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return 2;
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}
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return 1;
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}
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/// <summary>
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/// Append a new <see cref="ErrorInfo"/> to the error array.
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/// </summary>
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/// <param name="errorInfo">The new <see cref="ErrorInfo"/> to add.</param>
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public void AppendError(ref ErrorInfo errorInfo)
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{
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Debug.Assert(errorInfo.ErrorCode == ResultCode.Success);
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if (_errorIndex <= RendererConstants.MaxErrorInfos - 1)
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{
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_errorInfos[_errorIndex++] = errorInfo;
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}
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}
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/// <summary>
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/// Copy the internal <see cref="ErrorInfo"/> array to the given <see cref="Span{ErrorInfo}"/> and output the count copied.
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/// </summary>
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/// <param name="errorInfos">The output <see cref="Span{ErrorInfo}"/>.</param>
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/// <param name="errorCount">The output error count containing the count of <see cref="ErrorInfo"/> copied.</param>
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public void CopyErrorInfo(Span<ErrorInfo> errorInfos, out uint errorCount)
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{
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if (errorInfos.Length != RendererConstants.MaxErrorInfos)
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{
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throw new ArgumentException("Invalid size of errorInfos span!");
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}
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errorCount = Math.Min(_errorIndex, RendererConstants.MaxErrorInfos);
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for (int i = 0; i < RendererConstants.MaxErrorInfos; i++)
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{
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if (i < errorCount)
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{
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errorInfos[i] = _errorInfos[i];
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}
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else
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{
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errorInfos[i] = new ErrorInfo
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{
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ErrorCode = 0,
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ExtraErrorInfo = 0
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};
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}
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}
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}
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/// <summary>
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/// Clear the <see cref="ErrorInfo"/> array.
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/// </summary>
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public void ClearError()
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{
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_errorIndex = 0;
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}
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}
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}
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