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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
87 lines
3.1 KiB
C#
87 lines
3.1 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.Renderer.Server.Upsampler;
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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 UpsampleCommand : 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.Upsample;
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public ulong EstimatedProcessingTime { get; set; }
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public uint BufferCount { get; }
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public uint InputBufferIndex { get; }
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public uint InputSampleCount { get; }
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public uint InputSampleRate { get; }
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public UpsamplerState UpsamplerInfo { get; }
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public Memory<float> OutBuffer { get; }
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public UpsampleCommand(uint bufferOffset, UpsamplerState info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
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{
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Enabled = true;
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NodeId = nodeId;
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InputBufferIndex = 0;
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OutBuffer = info.OutputBuffer;
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BufferCount = bufferCount;
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InputSampleCount = sampleCount;
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InputSampleRate = sampleRate;
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info.SourceSampleCount = inputCount;
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info.InputBufferIndices = new ushort[inputCount];
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for (int i = 0; i < inputCount; i++)
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{
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info.InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
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}
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UpsamplerInfo = info;
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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 UpsamplerInfo.OutputBuffer.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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float ratio = (float)InputSampleRate / Constants.TargetSampleRate;
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uint bufferCount = Math.Min(BufferCount, UpsamplerInfo.SourceSampleCount);
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for (int i = 0; i < bufferCount; i++)
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{
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Span<float> inputBuffer = context.GetBuffer(UpsamplerInfo.InputBufferIndices[i]);
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Span<float> outputBuffer = GetBuffer(UpsamplerInfo.InputBufferIndices[i], (int)UpsamplerInfo.SampleCount);
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float fraction = 0.0f;
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ResamplerHelper.ResampleForUpsampler(outputBuffer, inputBuffer, ratio, ref fraction, (int)(InputSampleCount / ratio));
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}
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}
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}
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}
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