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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
96 lines
3.3 KiB
C#
96 lines
3.3 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
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{
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public static class PcmHelper
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int GetCountToDecode(int startSampleOffset, int endSampleOffset, int offset, int count)
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{
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return Math.Min(count, endSampleOffset - startSampleOffset - offset);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static ulong GetBufferOffset<T>(int startSampleOffset, int offset, int channelCount) where T : unmanaged
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{
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return (ulong)(Unsafe.SizeOf<T>() * channelCount * (startSampleOffset + offset));
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int GetBufferSize<T>(int startSampleOffset, int endSampleOffset, int offset, int count) where T : unmanaged
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{
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return GetCountToDecode(startSampleOffset, endSampleOffset, offset, count) * Unsafe.SizeOf<T>();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int Decode(Span<short> output, ReadOnlySpan<short> input, int startSampleOffset, int endSampleOffset, int channelIndex, int channelCount)
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{
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if (input.IsEmpty || endSampleOffset < startSampleOffset)
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{
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return 0;
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}
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int decodedCount = input.Length / channelCount;
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for (int i = 0; i < decodedCount; i++)
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{
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output[i] = input[i * channelCount + channelIndex];
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}
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return decodedCount;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static int Decode(Span<short> output, ReadOnlySpan<float> input, int startSampleOffset, int endSampleOffset, int channelIndex, int channelCount)
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{
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if (input.IsEmpty || endSampleOffset < startSampleOffset)
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{
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return 0;
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}
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int decodedCount = input.Length / channelCount;
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for (int i = 0; i < decodedCount; i++)
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{
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output[i] = (short)(input[i * channelCount + channelIndex] * short.MaxValue);
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}
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return decodedCount;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static short Saturate(float value)
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{
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if (value > short.MaxValue)
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{
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return short.MaxValue;
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}
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if (value < short.MinValue)
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{
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return short.MinValue;
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}
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return (short)value;
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}
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}
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}
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