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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
166 lines
6.2 KiB
C#
166 lines
6.2 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.Utils;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server.Voice
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{
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/// <summary>
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/// Voice context.
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/// </summary>
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public class VoiceContext
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{
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/// <summary>
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/// Storage of the sorted indices to <see cref="VoiceState"/>.
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/// </summary>
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private Memory<int> _sortedVoices;
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/// <summary>
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/// Storage for <see cref="VoiceState"/>.
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/// </summary>
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private Memory<VoiceState> _voices;
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/// <summary>
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/// Storage for <see cref="VoiceChannelResource"/>.
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/// </summary>
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private Memory<VoiceChannelResource> _voiceChannelResources;
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/// <summary>
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/// Storage for <see cref="VoiceUpdateState"/> that are used during audio renderer server updates.
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/// </summary>
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private Memory<VoiceUpdateState> _voiceUpdateStatesCpu;
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/// <summary>
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/// Storage for <see cref="VoiceUpdateState"/> for the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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private Memory<VoiceUpdateState> _voiceUpdateStatesDsp;
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/// <summary>
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/// The total voice count.
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/// </summary>
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private uint _voiceCount;
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public void Initialize(Memory<int> sortedVoices, Memory<VoiceState> voices, Memory<VoiceChannelResource> voiceChannelResources, Memory<VoiceUpdateState> voiceUpdateStatesCpu, Memory<VoiceUpdateState> voiceUpdateStatesDsp, uint voiceCount)
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{
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_sortedVoices = sortedVoices;
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_voices = voices;
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_voiceChannelResources = voiceChannelResources;
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_voiceUpdateStatesCpu = voiceUpdateStatesCpu;
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_voiceUpdateStatesDsp = voiceUpdateStatesDsp;
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_voiceCount = voiceCount;
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}
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/// <summary>
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/// Get the total voice count.
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/// </summary>
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/// <returns>The total voice count.</returns>
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public uint GetCount()
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{
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return _voiceCount;
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}
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/// <summary>
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/// Get a reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.</returns>
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public ref VoiceChannelResource GetChannelResource(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_voiceChannelResources, id, _voiceCount);
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}
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/// <summary>
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/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
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/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used when updating the server state.</remarks>
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public Memory<VoiceUpdateState> GetUpdateStateForCpu(int id)
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{
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return SpanIOHelper.GetMemory(_voiceUpdateStatesCpu, id, _voiceCount);
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}
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/// <summary>
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/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
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/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
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public Memory<VoiceUpdateState> GetUpdateStateForDsp(int id)
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{
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return SpanIOHelper.GetMemory(_voiceUpdateStatesDsp, id, _voiceCount);
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}
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/// <summary>
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/// Get a reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.
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/// </summary>
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/// <param name="id">The index to use.</param>
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/// <returns>A reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.</returns>
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public ref VoiceState GetState(int id)
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{
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return ref SpanIOHelper.GetFromMemory(_voices, id, _voiceCount);
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}
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public ref VoiceState GetSortedState(int id)
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{
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Debug.Assert(id >= 0 && id < _voiceCount);
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return ref GetState(_sortedVoices.Span[id]);
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}
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/// <summary>
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/// Update internal state during command generation.
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/// </summary>
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public void UpdateForCommandGeneration()
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{
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_voiceUpdateStatesDsp.CopyTo(_voiceUpdateStatesCpu);
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}
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/// <summary>
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/// Sort the internal voices by priority and sorting order (if the priorities match).
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/// </summary>
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public void Sort()
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{
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for (int i = 0; i < _voiceCount; i++)
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{
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_sortedVoices.Span[i] = i;
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}
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int[] sortedVoicesTemp = _sortedVoices.Slice(0, (int)GetCount()).ToArray();
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Array.Sort(sortedVoicesTemp, (a, b) =>
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{
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ref VoiceState aState = ref GetState(a);
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ref VoiceState bState = ref GetState(b);
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int result = aState.Priority.CompareTo(bState.Priority);
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if (result == 0)
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{
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return aState.SortingOrder.CompareTo(bState.SortingOrder);
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}
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return result;
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});
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sortedVoicesTemp.AsSpan().CopyTo(_sortedVoices.Span);
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}
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}
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}
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