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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
89 lines
3.8 KiB
C#
89 lines
3.8 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 System;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class DownMixSurroundToStereoCommand : 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.DownMixSurroundToStereo;
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public ulong EstimatedProcessingTime { get; set; }
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public ushort[] InputBufferIndices { get; }
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public ushort[] OutputBufferIndices { get; }
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public float[] Coefficients { get; }
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public DownMixSurroundToStereoCommand(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, ReadOnlySpan<float> downMixParameter, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
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for (int i = 0; i < Constants.VoiceChannelCountMax; i++)
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{
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InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
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OutputBufferIndices[i] = (ushort)(bufferOffset + outputBufferOffset[i]);
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}
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Coefficients = downMixParameter.ToArray();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static float DownMixSurroundToStereo(ReadOnlySpan<float> coefficients, float back, float lfe, float center, float front)
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{
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return FloatingPointHelper.RoundUp(coefficients[3] * back + coefficients[2] * lfe + coefficients[1] * center + coefficients[0] * front);
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}
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public void Process(CommandList context)
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{
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ReadOnlySpan<float> frontLeft = context.GetBuffer(InputBufferIndices[0]);
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ReadOnlySpan<float> frontRight = context.GetBuffer(InputBufferIndices[1]);
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ReadOnlySpan<float> frontCenter = context.GetBuffer(InputBufferIndices[2]);
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ReadOnlySpan<float> lowFrequency = context.GetBuffer(InputBufferIndices[3]);
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ReadOnlySpan<float> backLeft = context.GetBuffer(InputBufferIndices[4]);
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ReadOnlySpan<float> backRight = context.GetBuffer(InputBufferIndices[5]);
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Span<float> stereoLeft = context.GetBuffer(OutputBufferIndices[0]);
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Span<float> stereoRight = context.GetBuffer(OutputBufferIndices[1]);
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Span<float> unused2 = context.GetBuffer(OutputBufferIndices[2]);
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Span<float> unused3 = context.GetBuffer(OutputBufferIndices[3]);
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Span<float> unused4 = context.GetBuffer(OutputBufferIndices[4]);
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Span<float> unused5 = context.GetBuffer(OutputBufferIndices[5]);
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for (int i = 0; i < context.SampleCount; i++)
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{
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stereoLeft[i] = DownMixSurroundToStereo(Coefficients, backLeft[i], lowFrequency[i], frontCenter[i], frontLeft[i]);
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stereoRight[i] = DownMixSurroundToStereo(Coefficients, backRight[i], lowFrequency[i], frontCenter[i], frontRight[i]);
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}
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unused2.Fill(0);
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unused3.Fill(0);
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unused4.Fill(0);
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unused5.Fill(0);
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}
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}
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}
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