Ryujinx/Ryujinx.Audio.Renderer/Server/Voice/VoiceState.cs
Mary a389dd59bd
Amadeus: Final Act (#1481)
* Amadeus: Final Act

This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer!

This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months.
This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware.

Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3.

- FE3H voices in videos and chapter intro are not present.
- Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time).

- Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed.

* Make timing more precise when sleeping on Windows

Improve precision to a 1ms resolution on Windows NT based OS.
This is used to avoid having totally erratic timings and unify all
Windows users to the same resolution.

NOTE: This is only active when emulation is running.
2020-08-17 22:49:37 -03:00

715 lines
28 KiB
C#

//
// Copyright (c) 2019-2020 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using Ryujinx.Common.Memory;
using Ryujinx.Common.Utilities;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
[StructLayout(LayoutKind.Sequential, Pack = Alignment)]
public struct VoiceState
{
public const int Alignment = 0x10;
/// <summary>
/// Set to true if the voice is used.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool InUse;
/// <summary>
/// Set to true if the voice is new.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsNew;
[MarshalAs(UnmanagedType.I1)]
public bool WasPlaying;
/// <summary>
/// The <see cref="SampleFormat"/> of the voice.
/// </summary>
public SampleFormat SampleFormat;
/// <summary>
/// The sample rate of the voice.
/// </summary>
public uint SampleRate;
/// <summary>
/// The total channel count used.
/// </summary>
public uint ChannelsCount;
/// <summary>
/// Id of the voice.
/// </summary>
public int Id;
/// <summary>
/// Node id of the voice.
/// </summary>
public int NodeId;
/// <summary>
/// The target mix id of the voice.
/// </summary>
public int MixId;
/// <summary>
/// The current voice <see cref="Types.PlayState"/>.
/// </summary>
public Types.PlayState PlayState;
/// <summary>
/// The previous voice <see cref="Types.PlayState"/>.
/// </summary>
public Types.PlayState PreviousPlayState;
/// <summary>
/// The priority of the voice.
/// </summary>
public uint Priority;
/// <summary>
/// Target sorting position of the voice. (used to sort voice with the same <see cref="Priority"/>)
/// </summary>
public uint SortingOrder;
/// <summary>
/// The pitch used on the voice.
/// </summary>
public float Pitch;
/// <summary>
/// The output volume of the voice.
/// </summary>
public float Volume;
/// <summary>
/// The previous output volume of the voice.
/// </summary>
public float PreviousVolume;
/// <summary>
/// Biquad filters to apply to the output of the voice.
/// </summary>
public Array2<BiquadFilterParameter> BiquadFilters;
/// <summary>
/// Total count of <see cref="WaveBufferInternal"/> of the voice.
/// </summary>
public uint WaveBuffersCount;
/// <summary>
/// Current playing <see cref="WaveBufferInternal"/> of the voice.
/// </summary>
public uint WaveBuffersIndex;
/// <summary>
/// Change the behaviour of the voice.
/// </summary>
/// <remarks>This was added on REV5.</remarks>
public DecodingBehaviour DecodingBehaviour;
/// <summary>
/// User state <see cref="AddressInfo"/> required by the data source.
/// </summary>
/// <remarks>Only used for <see cref="SampleFormat.Adpcm"/> as the GC-ADPCM coefficients.</remarks>
public AddressInfo DataSourceStateAddressInfo;
/// <summary>
/// The wavebuffers of this voice.
/// </summary>
public Array4<WaveBuffer> WaveBuffers;
/// <summary>
/// The channel resource ids associated to the voice.
/// </summary>
public Array6<int> ChannelResourceIds;
/// <summary>
/// The target splitter id of the voice.
/// </summary>
public uint SplitterId;
/// <summary>
/// Change the Sample Rate Conversion (SRC) quality of the voice.
/// </summary>
/// <remarks>This was added on REV8.</remarks>
public SampleRateConversionQuality SrcQuality;
/// <summary>
/// If set to true, the voice was dropped.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool VoiceDropFlag;
/// <summary>
/// Set to true if the data source state work buffer wasn't mapped.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool DataSourceStateUnmapped;
/// <summary>
/// Set to true if any of the <see cref="WaveBuffer.BufferAddressInfo"/> work buffer wasn't mapped.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool BufferInfoUnmapped;
/// <summary>
/// The biquad filter initialization state storage.
/// </summary>
private BiquadFilterNeedInitializationArrayStruct _biquadFilterNeedInitialization;
/// <summary>
/// Flush the amount of wavebuffer specified. This will result in the wavebuffer being skipped and marked played.
/// </summary>
/// <remarks>This was added on REV5.</remarks>
public byte FlushWaveBufferCount;
[StructLayout(LayoutKind.Sequential, Size = RendererConstants.VoiceBiquadFilterCount)]
private struct BiquadFilterNeedInitializationArrayStruct { }
/// <summary>
/// The biquad filter initialization state array.
/// </summary>
public Span<bool> BiquadFilterNeedInitialization => SpanHelpers.AsSpan<BiquadFilterNeedInitializationArrayStruct, bool>(ref _biquadFilterNeedInitialization);
/// <summary>
/// Initialize the <see cref="VoiceState"/>.
/// </summary>
public void Initialize()
{
IsNew = false;
VoiceDropFlag = false;
DataSourceStateUnmapped = false;
BufferInfoUnmapped = false;
FlushWaveBufferCount = 0;
PlayState = Types.PlayState.Stopped;
Priority = RendererConstants.VoiceLowestPriority;
Id = 0;
NodeId = 0;
SampleRate = 0;
SampleFormat = SampleFormat.Invalid;
ChannelsCount = 0;
Pitch = 0.0f;
Volume= 0.0f;
PreviousVolume = 0.0f;
BiquadFilters.ToSpan().Fill(new BiquadFilterParameter());
WaveBuffersCount = 0;
WaveBuffersIndex = 0;
MixId = RendererConstants.UnusedMixId;
SplitterId = RendererConstants.UnusedSplitterId;
DataSourceStateAddressInfo.Setup(0, 0);
InitializeWaveBuffers();
}
/// <summary>
/// Initialize the <see cref="WaveBuffer"/> in this <see cref="VoiceState"/>.
/// </summary>
private void InitializeWaveBuffers()
{
for (int i = 0; i < WaveBuffers.Length; i++)
{
WaveBuffers[i].StartSampleOffset = 0;
WaveBuffers[i].EndSampleOffset = 0;
WaveBuffers[i].ShouldLoop = false;
WaveBuffers[i].IsEndOfStream = false;
WaveBuffers[i].BufferAddressInfo.Setup(0, 0);
WaveBuffers[i].ContextAddressInfo.Setup(0, 0);
WaveBuffers[i].IsSendToAudioProcessor = true;
}
}
/// <summary>
/// Check if the voice needs to be skipped.
/// </summary>
/// <returns>Returns true if the voice needs to be skipped.</returns>
public bool ShouldSkip()
{
return !InUse || WaveBuffersCount == 0 || DataSourceStateUnmapped || BufferInfoUnmapped || VoiceDropFlag;
}
/// <summary>
/// Return true if the mix has any destinations.
/// </summary>
/// <returns>True if the mix has any destinations.</returns>
public bool HasAnyDestination()
{
return MixId != RendererConstants.UnusedMixId || SplitterId != RendererConstants.UnusedSplitterId;
}
/// <summary>
/// Indicate if the server voice information needs to be updated.
/// </summary>
/// <param name="parameter">The user parameter.</param>
/// <returns>Return true, if the server voice information needs to be updated.</returns>
private bool ShouldUpdateParameters(ref VoiceInParameter parameter)
{
if (DataSourceStateAddressInfo.CpuAddress == parameter.DataSourceStateAddress)
{
return DataSourceStateAddressInfo.Size != parameter.DataSourceStateSize;
}
return DataSourceStateAddressInfo.CpuAddress != parameter.DataSourceStateAddress ||
DataSourceStateAddressInfo.Size != parameter.DataSourceStateSize ||
DataSourceStateUnmapped;
}
/// <summary>
/// Update the internal state from a user parameter.
/// </summary>
/// <param name="outErrorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="poolMapper">The mapper to use.</param>
/// <param name="behaviourContext">The behaviour context.</param>
public void UpdateParameters(out ErrorInfo outErrorInfo, ref VoiceInParameter parameter, ref PoolMapper poolMapper, ref BehaviourContext behaviourContext)
{
InUse = parameter.InUse;
Id = parameter.Id;
NodeId = parameter.NodeId;
UpdatePlayState(parameter.PlayState);
SrcQuality = parameter.SrcQuality;
Priority = parameter.Priority;
SortingOrder = parameter.SortingOrder;
SampleRate = parameter.SampleRate;
SampleFormat = parameter.SampleFormat;
ChannelsCount = parameter.ChannelCount;
Pitch = parameter.Pitch;
Volume = parameter.Volume;
parameter.BiquadFilters.ToSpan().CopyTo(BiquadFilters.ToSpan());
WaveBuffersCount = parameter.WaveBuffersCount;
WaveBuffersIndex = parameter.WaveBuffersIndex;
if (behaviourContext.IsFlushVoiceWaveBuffersSupported())
{
FlushWaveBufferCount += parameter.FlushWaveBufferCount;
}
MixId = parameter.MixId;
if (behaviourContext.IsSplitterSupported())
{
SplitterId = parameter.SplitterId;
}
else
{
SplitterId = RendererConstants.UnusedSplitterId;
}
parameter.ChannelResourceIds.ToSpan().CopyTo(ChannelResourceIds.ToSpan());
DecodingBehaviour behaviour = DecodingBehaviour.Default;
if (behaviourContext.IsDecodingBehaviourFlagSupported())
{
behaviour = parameter.DecodingBehaviourFlags;
}
DecodingBehaviour = behaviour;
if (parameter.ResetVoiceDropFlag)
{
VoiceDropFlag = false;
}
if (ShouldUpdateParameters(ref parameter))
{
DataSourceStateUnmapped = !poolMapper.TryAttachBuffer(out outErrorInfo, ref DataSourceStateAddressInfo, parameter.DataSourceStateAddress, parameter.DataSourceStateSize);
}
else
{
outErrorInfo = new ErrorInfo();
}
}
/// <summary>
/// Update the internal play state from user play state.
/// </summary>
/// <param name="userPlayState">The target user play state.</param>
public void UpdatePlayState(PlayState userPlayState)
{
Types.PlayState oldServerPlayState = PlayState;
PreviousPlayState = oldServerPlayState;
Types.PlayState newServerPlayState;
switch (userPlayState)
{
case Common.PlayState.Start:
newServerPlayState = Types.PlayState.Started;
break;
case Common.PlayState.Stop:
if (oldServerPlayState == Types.PlayState.Stopped)
{
return;
}
newServerPlayState = Types.PlayState.Stopping;
break;
case Common.PlayState.Pause:
newServerPlayState = Types.PlayState.Paused;
break;
default:
throw new NotImplementedException($"Unhandled PlayState.{userPlayState}");
}
PlayState = newServerPlayState;
}
/// <summary>
/// Write the status of the voice to the given user output.
/// </summary>
/// <param name="outStatus">The given user output.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
public void WriteOutStatus(ref VoiceOutStatus outStatus, ref VoiceInParameter parameter, Memory<VoiceUpdateState>[] voiceUpdateStates)
{
#if DEBUG
// Sanity check in debug mode of the internal state
if (!parameter.IsNew && !IsNew)
{
for (int i = 1; i < ChannelsCount; i++)
{
ref VoiceUpdateState stateA = ref voiceUpdateStates[i - 1].Span[0];
ref VoiceUpdateState stateB = ref voiceUpdateStates[i].Span[0];
Debug.Assert(stateA.WaveBufferConsumed == stateB.WaveBufferConsumed);
Debug.Assert(stateA.PlayedSampleCount == stateB.PlayedSampleCount);
Debug.Assert(stateA.Offset == stateB.Offset);
Debug.Assert(stateA.WaveBufferIndex == stateB.WaveBufferIndex);
Debug.Assert(stateA.Fraction == stateB.Fraction);
Debug.Assert(stateA.IsWaveBufferValid.SequenceEqual(stateB.IsWaveBufferValid));
}
}
#endif
if (parameter.IsNew || IsNew)
{
IsNew = true;
outStatus.VoiceDropFlag = false;
outStatus.PlayedWaveBuffersCount = 0;
outStatus.PlayedSampleCount = 0;
}
else
{
ref VoiceUpdateState state = ref voiceUpdateStates[0].Span[0];
outStatus.VoiceDropFlag = VoiceDropFlag;
outStatus.PlayedWaveBuffersCount = state.WaveBufferConsumed;
outStatus.PlayedSampleCount = state.PlayedSampleCount;
}
}
/// <summary>
/// Update the internal state of all the <see cref="WaveBuffer"/> of the <see cref="VoiceState"/>.
/// </summary>
/// <param name="errorInfos">An array of <see cref="ErrorInfo"/> used to report errors when mapping any of the <see cref="WaveBuffer"/>.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
/// <param name="mapper">The mapper to use.</param>
/// <param name="behaviourContext">The behaviour context.</param>
public void UpdateWaveBuffers(out ErrorInfo[] errorInfos, ref VoiceInParameter parameter, Memory<VoiceUpdateState>[] voiceUpdateStates, ref PoolMapper mapper, ref BehaviourContext behaviourContext)
{
errorInfos = new ErrorInfo[RendererConstants.VoiceWaveBufferCount * 2];
if (parameter.IsNew)
{
InitializeWaveBuffers();
for (int i = 0; i < parameter.ChannelCount; i++)
{
voiceUpdateStates[i].Span[0].IsWaveBufferValid.Fill(false);
}
}
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[0].Span[0];
for (int i = 0; i < RendererConstants.VoiceWaveBufferCount; i++)
{
UpdateWaveBuffer(errorInfos.AsSpan().Slice(i * 2, 2), ref WaveBuffers[i], ref parameter.WaveBuffers[i], parameter.SampleFormat, voiceUpdateState.IsWaveBufferValid[i], ref mapper, ref behaviourContext);
}
}
/// <summary>
/// Update the internal state of one of the <see cref="WaveBuffer"/> of the <see cref="VoiceState"/>.
/// </summary>
/// <param name="errorInfos">A <see cref="Span{ErrorInfo}"/> used to report errors when mapping the <see cref="WaveBuffer"/>.</param>
/// <param name="waveBuffer">The <see cref="WaveBuffer"/> to update.</param>
/// <param name="inputWaveBuffer">The <see cref="WaveBufferInternal"/> from the user input.</param>
/// <param name="sampleFormat">The <see cref="SampleFormat"/> from the user input.</param>
/// <param name="isValid">If set to true, the server side wavebuffer is considered valid.</param>
/// <param name="mapper">The mapper to use.</param>
/// <param name="behaviourContext">The behaviour context.</param>
private void UpdateWaveBuffer(Span<ErrorInfo> errorInfos, ref WaveBuffer waveBuffer, ref WaveBufferInternal inputWaveBuffer, SampleFormat sampleFormat, bool isValid, ref PoolMapper mapper, ref BehaviourContext behaviourContext)
{
if (!isValid && waveBuffer.IsSendToAudioProcessor && waveBuffer.BufferAddressInfo.CpuAddress != 0)
{
mapper.ForceUnmap(ref waveBuffer.BufferAddressInfo);
waveBuffer.BufferAddressInfo.Setup(0, 0);
}
if (!inputWaveBuffer.SentToServer || BufferInfoUnmapped)
{
if (inputWaveBuffer.IsSampleOffsetValid(sampleFormat))
{
Debug.Assert(waveBuffer.IsSendToAudioProcessor);
waveBuffer.IsSendToAudioProcessor = false;
waveBuffer.StartSampleOffset = inputWaveBuffer.StartSampleOffset;
waveBuffer.EndSampleOffset = inputWaveBuffer.EndSampleOffset;
waveBuffer.ShouldLoop = inputWaveBuffer.ShouldLoop;
waveBuffer.IsEndOfStream = inputWaveBuffer.IsEndOfStream;
waveBuffer.LoopStartSampleOffset = inputWaveBuffer.LoopFirstSampleOffset;
waveBuffer.LoopEndSampleOffset = inputWaveBuffer.LoopLastSampleOffset;
waveBuffer.LoopCount = inputWaveBuffer.LoopCount;
BufferInfoUnmapped = !mapper.TryAttachBuffer(out ErrorInfo bufferInfoError, ref waveBuffer.BufferAddressInfo, inputWaveBuffer.Address, inputWaveBuffer.Size);
errorInfos[0] = bufferInfoError;
if (sampleFormat == SampleFormat.Adpcm && behaviourContext.IsAdpcmLoopContextBugFixed() && inputWaveBuffer.ContextAddress != 0)
{
bool adpcmLoopContextMapped = mapper.TryAttachBuffer(out ErrorInfo adpcmLoopContextInfoError,
ref waveBuffer.ContextAddressInfo,
inputWaveBuffer.ContextAddress,
inputWaveBuffer.ContextSize);
errorInfos[1] = adpcmLoopContextInfoError;
if (adpcmLoopContextMapped)
{
BufferInfoUnmapped = DataSourceStateUnmapped;
}
else
{
BufferInfoUnmapped = true;
}
}
else
{
waveBuffer.ContextAddressInfo.Setup(0, 0);
}
}
else
{
errorInfos[0].ErrorCode = ResultCode.InvalidAddressInfo;
errorInfos[0].ExtraErrorInfo = inputWaveBuffer.Address;
}
}
}
/// <summary>
/// Reset the resources associated to this <see cref="VoiceState"/>.
/// </summary>
/// <param name="context">The voice context.</param>
private void ResetResources(VoiceContext context)
{
for (int i = 0; i < ChannelsCount; i++)
{
int channelResourceId = ChannelResourceIds[i];
ref VoiceChannelResource voiceChannelResource = ref context.GetChannelResource(channelResourceId);
Debug.Assert(voiceChannelResource.IsUsed);
Memory<VoiceUpdateState> dspSharedState = context.GetUpdateStateForDsp(channelResourceId);
MemoryMarshal.Cast<VoiceUpdateState, byte>(dspSharedState.Span).Fill(0);
voiceChannelResource.UpdateState();
}
}
/// <summary>
/// Flush a certain amount of <see cref="WaveBuffer"/>.
/// </summary>
/// <param name="waveBufferCount">The amount of wavebuffer to flush.</param>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
/// <param name="channelCount">The channel count from user input.</param>
private void FlushWaveBuffers(uint waveBufferCount, Memory<VoiceUpdateState>[] voiceUpdateStates, uint channelCount)
{
uint waveBufferIndex = WaveBuffersIndex;
for (int i = 0; i < waveBufferCount; i++)
{
WaveBuffers[(int)waveBufferIndex].IsSendToAudioProcessor = true;
for (int j = 0; j < channelCount; j++)
{
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[j].Span[0];
voiceUpdateState.WaveBufferIndex = (voiceUpdateState.WaveBufferIndex + 1) % RendererConstants.VoiceWaveBufferCount;
voiceUpdateState.WaveBufferConsumed++;
voiceUpdateState.IsWaveBufferValid[(int)waveBufferIndex] = false;
}
waveBufferIndex = (waveBufferIndex + 1) % RendererConstants.VoiceWaveBufferCount;
}
}
/// <summary>
/// Update the internal parameters for command generation.
/// </summary>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
/// <returns>Return true if this voice should be played.</returns>
public bool UpdateParametersForCommandGeneration(Memory<VoiceUpdateState>[] voiceUpdateStates)
{
if (FlushWaveBufferCount != 0)
{
FlushWaveBuffers(FlushWaveBufferCount, voiceUpdateStates, ChannelsCount);
FlushWaveBufferCount = 0;
}
switch (PlayState)
{
case Types.PlayState.Started:
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref WaveBuffer wavebuffer = ref WaveBuffers[i];
if (!wavebuffer.IsSendToAudioProcessor)
{
for (int y = 0; y < ChannelsCount; y++)
{
Debug.Assert(!voiceUpdateStates[y].Span[0].IsWaveBufferValid[i]);
voiceUpdateStates[y].Span[0].IsWaveBufferValid[i] = true;
}
wavebuffer.IsSendToAudioProcessor = true;
}
}
WasPlaying = false;
ref VoiceUpdateState primaryVoiceUpdateState = ref voiceUpdateStates[0].Span[0];
for (int i = 0; i < primaryVoiceUpdateState.IsWaveBufferValid.Length; i++)
{
if (primaryVoiceUpdateState.IsWaveBufferValid[i])
{
return true;
}
}
return false;
case Types.PlayState.Stopping:
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref WaveBuffer wavebuffer = ref WaveBuffers[i];
wavebuffer.IsSendToAudioProcessor = true;
for (int j = 0; j < ChannelsCount; j++)
{
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[j].Span[0];
if (voiceUpdateState.IsWaveBufferValid[i])
{
voiceUpdateState.WaveBufferIndex = (voiceUpdateState.WaveBufferIndex + 1) % RendererConstants.VoiceWaveBufferCount;
voiceUpdateState.WaveBufferConsumed++;
}
voiceUpdateState.IsWaveBufferValid[i] = false;
}
}
for (int i = 0; i < ChannelsCount; i++)
{
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[i].Span[0];
voiceUpdateState.Offset = 0;
voiceUpdateState.PlayedSampleCount = 0;
voiceUpdateState.Pitch.ToSpan().Fill(0);
voiceUpdateState.Fraction = 0;
voiceUpdateState.LoopContext = new Dsp.State.AdpcmLoopContext();
}
PlayState = Types.PlayState.Stopped;
WasPlaying = PreviousPlayState == Types.PlayState.Started;
return WasPlaying;
case Types.PlayState.Stopped:
case Types.PlayState.Paused:
foreach (ref WaveBuffer wavebuffer in WaveBuffers.ToSpan())
{
wavebuffer.BufferAddressInfo.GetReference(true);
wavebuffer.ContextAddressInfo.GetReference(true);
}
if (SampleFormat == SampleFormat.Adpcm)
{
if (DataSourceStateAddressInfo.CpuAddress != 0)
{
DataSourceStateAddressInfo.GetReference(true);
}
}
WasPlaying = PreviousPlayState == Types.PlayState.Started;
return WasPlaying;
default:
throw new NotImplementedException($"{PlayState}");
}
}
/// <summary>
/// Update the internal state for command generation.
/// </summary>
/// <param name="context">The voice context.</param>
/// <returns>Return true if this voice should be played.</returns>
public bool UpdateForCommandGeneration(VoiceContext context)
{
if (IsNew)
{
ResetResources(context);
PreviousVolume = Volume;
IsNew = false;
}
Memory<VoiceUpdateState>[] voiceUpdateStates = new Memory<VoiceUpdateState>[RendererConstants.VoiceChannelCountMax];
for (int i = 0; i < ChannelsCount; i++)
{
voiceUpdateStates[i] = context.GetUpdateStateForDsp(ChannelResourceIds[i]);
}
return UpdateParametersForCommandGeneration(voiceUpdateStates);
}
}
}