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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
92 lines
3 KiB
C#
92 lines
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 Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Parameter.Sink;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using Ryujinx.Audio.Renderer.Server.Upsampler;
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Sink
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{
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/// <summary>
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/// Server information for a device sink.
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/// </summary>
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public class DeviceSink : BaseSink
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{
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/// <summary>
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/// The downmix coefficients.
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/// </summary>
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public float[] DownMixCoefficients;
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/// <summary>
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/// The device parameters.
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/// </summary>
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public DeviceParameter Parameter;
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/// <summary>
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/// The upsampler instance used by this sink.
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/// </summary>
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/// <remarks>Null if no upsampling is needed.</remarks>
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public UpsamplerState UpsamplerState;
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/// <summary>
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/// Create a new <see cref="DeviceSink"/>.
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/// </summary>
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public DeviceSink()
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{
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DownMixCoefficients = new float[4];
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}
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public override void CleanUp()
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{
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UpsamplerState?.Release();
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UpsamplerState = null;
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base.CleanUp();
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}
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public override SinkType TargetSinkType => SinkType.Device;
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public override void Update(out BehaviourParameter.ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
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{
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Debug.Assert(IsTypeValid(ref parameter));
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ref DeviceParameter inputDeviceParameter = ref MemoryMarshal.Cast<byte, DeviceParameter>(parameter.SpecificData)[0];
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if (parameter.IsUsed != IsUsed)
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{
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UpdateStandardParameter(ref parameter);
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Parameter = inputDeviceParameter;
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}
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else
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{
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Parameter.DownMixParameterEnabled = inputDeviceParameter.DownMixParameterEnabled;
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inputDeviceParameter.DownMixParameter.ToSpan().CopyTo(Parameter.DownMixParameter.ToSpan());
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}
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Parameter.DownMixParameter.ToSpan().CopyTo(DownMixCoefficients.AsSpan());
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errorInfo = new BehaviourParameter.ErrorInfo();
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outStatus = new SinkOutStatus();
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}
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}
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}
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