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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
141 lines
4.4 KiB
C#
141 lines
4.4 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.Backends.Common;
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using Ryujinx.Audio.Common;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Backends.CompatLayer
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{
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class CompatLayerHardwareDeviceSession : HardwareDeviceSessionOutputBase
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{
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private HardwareDeviceSessionOutputBase _realSession;
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private uint _userChannelCount;
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public CompatLayerHardwareDeviceSession(HardwareDeviceSessionOutputBase realSession, uint userChannelCount) : base(realSession.MemoryManager, realSession.RequestedSampleFormat, realSession.RequestedSampleRate, userChannelCount)
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{
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_realSession = realSession;
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_userChannelCount = userChannelCount;
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}
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public override void Dispose()
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{
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_realSession.Dispose();
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}
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public override ulong GetPlayedSampleCount()
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{
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return _realSession.GetPlayedSampleCount();
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}
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public override float GetVolume()
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{
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return _realSession.GetVolume();
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}
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public override void PrepareToClose()
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{
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_realSession.PrepareToClose();
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}
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public override void QueueBuffer(AudioBuffer buffer)
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{
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_realSession.QueueBuffer(buffer);
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}
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public override bool RegisterBuffer(AudioBuffer buffer, byte[] samples)
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{
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if (RequestedSampleFormat != SampleFormat.PcmInt16)
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{
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throw new NotImplementedException("Downmixing formats other than PCM16 is not supported.");
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}
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if (samples == null)
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{
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return false;
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}
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short[] downmixedBufferPCM16;
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ReadOnlySpan<short> samplesPCM16 = MemoryMarshal.Cast<byte, short>(samples);
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if (_userChannelCount == 6)
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{
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downmixedBufferPCM16 = Downmixing.DownMixSurroundToStereo(samplesPCM16);
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if (_realSession.RequestedChannelCount == 1)
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{
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downmixedBufferPCM16 = Downmixing.DownMixStereoToMono(downmixedBufferPCM16);
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}
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}
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else if (_userChannelCount == 2 && _realSession.RequestedChannelCount == 1)
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{
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downmixedBufferPCM16 = Downmixing.DownMixStereoToMono(samplesPCM16);
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}
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else
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{
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throw new NotImplementedException($"Downmixing from {_userChannelCount} to {_realSession.RequestedChannelCount} not implemented.");
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}
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byte[] downmixedBuffer = MemoryMarshal.Cast<short, byte>(downmixedBufferPCM16).ToArray();
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AudioBuffer fakeBuffer = new AudioBuffer
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{
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BufferTag = buffer.BufferTag,
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DataPointer = buffer.DataPointer,
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DataSize = (ulong)downmixedBuffer.Length
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};
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bool result = _realSession.RegisterBuffer(fakeBuffer, downmixedBuffer);
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if (result)
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{
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buffer.Data = fakeBuffer.Data;
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buffer.DataSize = fakeBuffer.DataSize;
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}
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return result;
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}
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public override void SetVolume(float volume)
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{
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_realSession.SetVolume(volume);
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}
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public override void Start()
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{
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_realSession.Start();
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}
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public override void Stop()
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{
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_realSession.Stop();
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}
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public override void UnregisterBuffer(AudioBuffer buffer)
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{
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_realSession.UnregisterBuffer(buffer);
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}
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public override bool WasBufferFullyConsumed(AudioBuffer buffer)
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{
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return _realSession.WasBufferFullyConsumed(buffer);
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}
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}
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}
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