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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
108 lines
3.5 KiB
C#
108 lines
3.5 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 Ryujinx.Audio.Integration;
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using Ryujinx.Audio.Renderer.Server.Sink;
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using System;
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using System.Runtime.CompilerServices;
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using System.Text;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class DeviceSinkCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.DeviceSink;
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public ulong EstimatedProcessingTime { get; set; }
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public string DeviceName { get; }
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public int SessionId { get; }
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public uint InputCount { get; }
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public ushort[] InputBufferIndices { get; }
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public Memory<float> Buffers { get; }
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public DeviceSinkCommand(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffers, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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DeviceName = Encoding.ASCII.GetString(sink.Parameter.DeviceName).TrimEnd('\0');
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SessionId = sessionId;
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InputCount = sink.Parameter.InputCount;
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InputBufferIndices = new ushort[InputCount];
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for (int i = 0; i < InputCount; i++)
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{
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InputBufferIndices[i] = (ushort)(bufferOffset + sink.Parameter.Input[i]);
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}
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if (sink.UpsamplerState != null)
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{
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Buffers = sink.UpsamplerState.OutputBuffer;
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}
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else
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{
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Buffers = buffers;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private Span<float> GetBuffer(int index, int sampleCount)
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{
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return Buffers.Span.Slice(index * sampleCount, sampleCount);
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}
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public void Process(CommandList context)
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{
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IHardwareDevice device = context.OutputDevice;
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if (device.GetSampleRate() == Constants.TargetSampleRate)
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{
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int channelCount = (int)device.GetChannelCount();
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uint bufferCount = Math.Min(device.GetChannelCount(), InputCount);
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const int sampleCount = Constants.TargetSampleCount;
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short[] outputBuffer = new short[bufferCount * sampleCount];
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for (int i = 0; i < bufferCount; i++)
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{
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ReadOnlySpan<float> inputBuffer = GetBuffer(InputBufferIndices[i], sampleCount);
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for (int j = 0; j < sampleCount; j++)
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{
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outputBuffer[i + j * channelCount] = PcmHelper.Saturate(inputBuffer[j]);
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}
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}
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device.AppendBuffer(outputBuffer, InputCount);
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}
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else
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{
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// TODO: support resampling for device only supporting something different
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throw new NotImplementedException();
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}
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}
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}
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}
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