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* audio: Cleanup SoundIO and fix OpenAL issue * fix tabs by spaces * Fix extra spaces * Fix SoundIO.cs * Fix ContainsAudioOutBuffer
183 lines
No EOL
4.8 KiB
C#
183 lines
No EOL
4.8 KiB
C#
using OpenTK.Audio.OpenAL;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Ryujinx.Audio
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{
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internal class OpenALAudioTrack : IDisposable
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{
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public int SourceId { get; private set; }
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public int SampleRate { get; private set; }
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public ALFormat Format { get; private set; }
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public PlaybackState State { get; set; }
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public int HardwareChannels { get; }
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public int VirtualChannels { get; }
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public uint BufferCount => (uint)_buffers.Count;
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public ulong PlayedSampleCount { get; set; }
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private ReleaseCallback _callback;
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private ConcurrentDictionary<long, int> _buffers;
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private Queue<long> _queuedTagsQueue;
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private Queue<long> _releasedTagsQueue;
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private bool _disposed;
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public OpenALAudioTrack(int sampleRate, ALFormat format, int hardwareChannels, int virtualChannels, ReleaseCallback callback)
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{
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SampleRate = sampleRate;
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Format = format;
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State = PlaybackState.Stopped;
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SourceId = AL.GenSource();
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HardwareChannels = hardwareChannels;
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VirtualChannels = virtualChannels;
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_callback = callback;
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_buffers = new ConcurrentDictionary<long, int>();
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_queuedTagsQueue = new Queue<long>();
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_releasedTagsQueue = new Queue<long>();
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}
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public bool ContainsBuffer(long tag)
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{
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foreach (long queuedTag in _queuedTagsQueue)
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{
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if (queuedTag == tag)
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{
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return true;
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}
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}
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return false;
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}
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public long[] GetReleasedBuffers(int count)
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{
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AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int releasedCount);
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releasedCount += _releasedTagsQueue.Count;
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if (count > releasedCount)
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{
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count = releasedCount;
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}
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List<long> tags = new List<long>();
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while (count-- > 0 && _releasedTagsQueue.TryDequeue(out long tag))
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{
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tags.Add(tag);
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}
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while (count-- > 0 && _queuedTagsQueue.TryDequeue(out long tag))
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{
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AL.SourceUnqueueBuffers(SourceId, 1);
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tags.Add(tag);
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}
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return tags.ToArray();
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}
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public int AppendBuffer(long tag)
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{
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if (_disposed)
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{
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throw new ObjectDisposedException(GetType().Name);
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}
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int id = AL.GenBuffer();
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_buffers.AddOrUpdate(tag, id, (key, oldId) =>
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{
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AL.DeleteBuffer(oldId);
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return id;
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});
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_queuedTagsQueue.Enqueue(tag);
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return id;
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}
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public void CallReleaseCallbackIfNeeded()
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{
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AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int releasedCount);
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if (releasedCount > 0)
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{
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// If we signal, then we also need to have released buffers available
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// to return when GetReleasedBuffers is called.
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// If playback needs to be re-started due to all buffers being processed,
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// then OpenAL zeros the counts (ReleasedCount), so we keep it on the queue.
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while (releasedCount-- > 0 && _queuedTagsQueue.TryDequeue(out long tag))
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{
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AL.SourceUnqueueBuffers(SourceId, 1);
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_releasedTagsQueue.Enqueue(tag);
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}
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_callback();
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}
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}
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public bool FlushBuffers()
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{
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while (_queuedTagsQueue.TryDequeue(out long tag))
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{
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_releasedTagsQueue.Enqueue(tag);
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}
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_callback();
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foreach (var buffer in _buffers)
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{
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AL.DeleteBuffer(buffer.Value);
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}
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bool heldBuffers = _buffers.Count > 0;
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_buffers.Clear();
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return heldBuffers;
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}
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public void SetVolume(float volume)
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{
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AL.Source(SourceId, ALSourcef.Gain, volume);
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}
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public float GetVolume()
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{
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AL.GetSource(SourceId, ALSourcef.Gain, out float volume);
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return volume;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing && !_disposed)
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{
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_disposed = true;
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AL.DeleteSource(SourceId);
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foreach (int id in _buffers.Values)
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{
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AL.DeleteBuffer(id);
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}
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}
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}
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}
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} |