mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-20 15:48:43 +02:00
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
132 lines
3.8 KiB
C#
132 lines
3.8 KiB
C#
using System;
|
|
using System.Threading;
|
|
|
|
namespace Ryujinx.Audio
|
|
{
|
|
/// <summary>
|
|
/// Manage audio input and output system.
|
|
/// </summary>
|
|
public class AudioManager : IDisposable
|
|
{
|
|
/// <summary>
|
|
/// Lock used to control the waiters registration.
|
|
/// </summary>
|
|
private object _lock = new object();
|
|
|
|
/// <summary>
|
|
/// Events signaled when the driver played audio buffers.
|
|
/// </summary>
|
|
private ManualResetEvent[] _updateRequiredEvents;
|
|
|
|
/// <summary>
|
|
/// Action to execute when the driver played audio buffers.
|
|
/// </summary>
|
|
private Action[] _actions;
|
|
|
|
/// <summary>
|
|
/// The worker thread in charge of handling sessions update.
|
|
/// </summary>
|
|
private Thread _workerThread;
|
|
|
|
private bool _isRunning;
|
|
|
|
/// <summary>
|
|
/// Create a new <see cref="AudioManager"/>.
|
|
/// </summary>
|
|
public AudioManager()
|
|
{
|
|
_updateRequiredEvents = new ManualResetEvent[2];
|
|
_actions = new Action[2];
|
|
_isRunning = false;
|
|
|
|
// Termination event.
|
|
_updateRequiredEvents[1] = new ManualResetEvent(false);
|
|
|
|
_workerThread = new Thread(Update)
|
|
{
|
|
Name = "AudioManager.Worker"
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start the <see cref="AudioManager"/>.
|
|
/// </summary>
|
|
public void Start()
|
|
{
|
|
if (_workerThread.IsAlive)
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
_isRunning = true;
|
|
_workerThread.Start();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initialize update handlers.
|
|
/// </summary>
|
|
/// <param name="updatedRequiredEvent ">The driver event that will get signaled by the device driver when an audio buffer finished playing/being captured</param>
|
|
/// <param name="outputCallback">The callback to call when an audio buffer finished playing</param>
|
|
/// <param name="inputCallback">The callback to call when an audio buffer was captured</param>
|
|
public void Initialize(ManualResetEvent updatedRequiredEvent, Action outputCallback, Action inputCallback)
|
|
{
|
|
lock (_lock)
|
|
{
|
|
_updateRequiredEvents[0] = updatedRequiredEvent;
|
|
_actions[0] = outputCallback;
|
|
_actions[1] = inputCallback;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Entrypoint of the <see cref="_workerThread"/> in charge of updating the <see cref="AudioManager"/>.
|
|
/// </summary>
|
|
private void Update()
|
|
{
|
|
while (_isRunning)
|
|
{
|
|
int index = WaitHandle.WaitAny(_updateRequiredEvents);
|
|
|
|
// Last index is here to indicate thread termination.
|
|
if (index + 1 == _updateRequiredEvents.Length)
|
|
{
|
|
break;
|
|
}
|
|
|
|
lock (_lock)
|
|
{
|
|
foreach (Action action in _actions)
|
|
{
|
|
action?.Invoke();
|
|
}
|
|
|
|
_updateRequiredEvents[0].Reset();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stop updating the <see cref="AudioManager"/> without stopping the worker thread.
|
|
/// </summary>
|
|
public void StopUpdates()
|
|
{
|
|
_isRunning = false;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
_updateRequiredEvents[1].Set();
|
|
_workerThread.Join();
|
|
|
|
_updateRequiredEvents[1].Dispose();
|
|
}
|
|
}
|
|
}
|
|
} |