Ryujinx/Ryujinx.Audio/Common/AudioDeviceSession.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00

533 lines
17 KiB
C#

// Copyright (c) 2019-2021 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.Integration;
using Ryujinx.Common;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Common
{
/// <summary>
/// An audio device session.
/// </summary>
class AudioDeviceSession : IDisposable
{
/// <summary>
/// The volume of the <see cref="AudioDeviceSession"/>.
/// </summary>
private float _volume;
/// <summary>
/// The state of the <see cref="AudioDeviceSession"/>.
/// </summary>
private AudioDeviceState _state;
/// <summary>
/// Array of all buffers currently used or released.
/// </summary>
private AudioBuffer[] _buffers;
/// <summary>
/// The server index inside <see cref="_buffers"/> (appended but not queued to device driver).
/// </summary>
private uint _serverBufferIndex;
/// <summary>
/// The hardware index inside <see cref="_buffers"/> (queued to device driver).
/// </summary>
private uint _hardwareBufferIndex;
/// <summary>
/// The released index inside <see cref="_buffers"/> (released by the device driver).
/// </summary>
private uint _releasedBufferIndex;
/// <summary>
/// The count of buffer appended (server side).
/// </summary>
private uint _bufferAppendedCount;
/// <summary>
/// The count of buffer registered (driver side).
/// </summary>
private uint _bufferRegisteredCount;
/// <summary>
/// The count of buffer released (released by the driver side).
/// </summary>
private uint _bufferReleasedCount;
/// <summary>
/// The released buffer event.
/// </summary>
private IWritableEvent _bufferEvent;
/// <summary>
/// The session on the device driver.
/// </summary>
private IHardwareDeviceSession _hardwareDeviceSession;
/// <summary>
/// Max number of buffers that can be registered to the device driver at a time.
/// </summary>
private uint _bufferRegisteredLimit;
/// <summary>
/// Create a new <see cref="AudioDeviceSession"/>.
/// </summary>
/// <param name="deviceSession">The device driver session associated</param>
/// <param name="bufferEvent">The release buffer event</param>
/// <param name="bufferRegisteredLimit">The max number of buffers that can be registered to the device driver at a time</param>
public AudioDeviceSession(IHardwareDeviceSession deviceSession, IWritableEvent bufferEvent, uint bufferRegisteredLimit = 4)
{
_bufferEvent = bufferEvent;
_hardwareDeviceSession = deviceSession;
_bufferRegisteredLimit = bufferRegisteredLimit;
_buffers = new AudioBuffer[Constants.AudioDeviceBufferCountMax];
_serverBufferIndex = 0;
_hardwareBufferIndex = 0;
_releasedBufferIndex = 0;
_bufferAppendedCount = 0;
_bufferRegisteredCount = 0;
_bufferReleasedCount = 0;
_volume = 1.0f;
_state = AudioDeviceState.Stopped;
}
/// <summary>
/// Get the released buffer event.
/// </summary>
/// <returns>The released buffer event</returns>
public IWritableEvent GetBufferEvent()
{
return _bufferEvent;
}
/// <summary>
/// Get the state of the session.
/// </summary>
/// <returns>The state of the session</returns>
public AudioDeviceState GetState()
{
Debug.Assert(_state == AudioDeviceState.Started || _state == AudioDeviceState.Stopped);
return _state;
}
/// <summary>
/// Get the total buffer count (server + driver + released).
/// </summary>
/// <returns>Return the total buffer count</returns>
private uint GetTotalBufferCount()
{
uint bufferCount = _bufferAppendedCount + _bufferRegisteredCount + _bufferReleasedCount;
Debug.Assert(bufferCount <= Constants.AudioDeviceBufferCountMax);
return bufferCount;
}
/// <summary>
/// Register a new <see cref="AudioBuffer"/> on the server side.
/// </summary>
/// <param name="buffer">The <see cref="AudioBuffer"/> to register</param>
/// <returns>True if the operation succeeded</returns>
private bool RegisterBuffer(AudioBuffer buffer)
{
if (GetTotalBufferCount() == Constants.AudioDeviceBufferCountMax)
{
return false;
}
_buffers[_serverBufferIndex] = buffer;
_serverBufferIndex = (_serverBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
_bufferAppendedCount++;
return true;
}
/// <summary>
/// Flush server buffers to hardware.
/// </summary>
private void FlushToHardware()
{
uint bufferToFlushCount = Math.Min(Math.Min(_bufferAppendedCount, 4), _bufferRegisteredLimit - _bufferRegisteredCount);
AudioBuffer[] buffersToFlush = new AudioBuffer[bufferToFlushCount];
uint hardwareBufferIndex = _hardwareBufferIndex;
for (int i = 0; i < buffersToFlush.Length; i++)
{
buffersToFlush[i] = _buffers[_hardwareBufferIndex];
_bufferAppendedCount--;
_bufferRegisteredCount++;
hardwareBufferIndex = (hardwareBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
}
_hardwareBufferIndex = hardwareBufferIndex;
for (int i = 0; i < buffersToFlush.Length; i++)
{
_hardwareDeviceSession.QueueBuffer(buffersToFlush[i]);
}
}
/// <summary>
/// Get the current index of the <see cref="AudioBuffer"/> playing on the driver side.
/// </summary>
/// <param name="playingIndex">The output index of the <see cref="AudioBuffer"/> playing on the driver side</param>
/// <returns>True if any buffer is playing</returns>
private bool TryGetPlayingBufferIndex(out uint playingIndex)
{
if (_bufferRegisteredCount > 0)
{
playingIndex = (_hardwareBufferIndex - _bufferRegisteredCount) % Constants.AudioDeviceBufferCountMax;
return true;
}
playingIndex = 0;
return false;
}
/// <summary>
/// Try to pop the <see cref="AudioBuffer"/> playing on the driver side.
/// </summary>
/// <param name="buffer">The output <see cref="AudioBuffer"/> playing on the driver side</param>
/// <returns>True if any buffer is playing</returns>
private bool TryPopPlayingBuffer(out AudioBuffer buffer)
{
if (_bufferRegisteredCount > 0)
{
uint bufferIndex = (_hardwareBufferIndex - _bufferRegisteredCount) % Constants.AudioDeviceBufferCountMax;
buffer = _buffers[bufferIndex];
_buffers[bufferIndex] = null;
_bufferRegisteredCount--;
return true;
}
buffer = null;
return false;
}
/// <summary>
/// Try to pop a <see cref="AudioBuffer"/> released by the driver side.
/// </summary>
/// <param name="buffer">The output <see cref="AudioBuffer"/> released by the driver side</param>
/// <returns>True if any buffer has been released</returns>
public bool TryPopReleasedBuffer(out AudioBuffer buffer)
{
if (_bufferReleasedCount > 0)
{
uint bufferIndex = (_releasedBufferIndex - _bufferReleasedCount) % Constants.AudioDeviceBufferCountMax;
buffer = _buffers[bufferIndex];
_buffers[bufferIndex] = null;
_bufferReleasedCount--;
return true;
}
buffer = null;
return false;
}
/// <summary>
/// Release a <see cref="AudioBuffer"/>.
/// </summary>
/// <param name="buffer">The <see cref="AudioBuffer"/> to release</param>
private void ReleaseBuffer(AudioBuffer buffer)
{
buffer.PlayedTimestamp = (ulong)PerformanceCounter.ElapsedNanoseconds;
_bufferRegisteredCount--;
_bufferReleasedCount++;
_releasedBufferIndex = (_releasedBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
}
/// <summary>
/// Update the released buffers.
/// </summary>
/// <param name="updateForStop">True if the session is currently stopping</param>
private void UpdateReleaseBuffers(bool updateForStop = false)
{
bool wasAnyBuffersReleased = false;
while (TryGetPlayingBufferIndex(out uint playingIndex))
{
if (!updateForStop && !_hardwareDeviceSession.WasBufferFullyConsumed(_buffers[playingIndex]))
{
break;
}
if (updateForStop)
{
_hardwareDeviceSession.UnregisterBuffer(_buffers[playingIndex]);
}
ReleaseBuffer(_buffers[playingIndex]);
wasAnyBuffersReleased = true;
}
if (wasAnyBuffersReleased)
{
_bufferEvent.Signal();
}
}
/// <summary>
/// Append a new <see cref="AudioBuffer"/>.
/// </summary>
/// <param name="buffer">The <see cref="AudioBuffer"/> to append</param>
/// <returns>True if the buffer was appended</returns>
public bool AppendBuffer(AudioBuffer buffer)
{
if (_hardwareDeviceSession.RegisterBuffer(buffer))
{
if (RegisterBuffer(buffer))
{
FlushToHardware();
return true;
}
_hardwareDeviceSession.UnregisterBuffer(buffer);
}
return false;
}
public bool AppendUacBuffer(AudioBuffer buffer, uint handle)
{
// NOTE: On hardware, there is another RegisterBuffer method taking an handle.
// This variant of the call always return false (stubbed?) as a result this logic will never succeed.
return false;
}
/// <summary>
/// Start the audio session.
/// </summary>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
public ResultCode Start()
{
if (_state == AudioDeviceState.Started)
{
return ResultCode.OperationFailed;
}
_hardwareDeviceSession.Start();
_state = AudioDeviceState.Started;
FlushToHardware();
_hardwareDeviceSession.SetVolume(_volume);
return ResultCode.Success;
}
/// <summary>
/// Stop the audio session.
/// </summary>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
public ResultCode Stop()
{
if (_state == AudioDeviceState.Started)
{
_hardwareDeviceSession.Stop();
UpdateReleaseBuffers(true);
_state = AudioDeviceState.Stopped;
}
return ResultCode.Success;
}
/// <summary>
/// Get the volume of the session.
/// </summary>
/// <returns>The volume of the session</returns>
public float GetVolume()
{
return _hardwareDeviceSession.GetVolume();
}
/// <summary>
/// Set the volume of the session.
/// </summary>
/// <param name="volume">The new volume to set</param>
public void SetVolume(float volume)
{
_volume = volume;
if (_state == AudioDeviceState.Started)
{
_hardwareDeviceSession.SetVolume(volume);
}
}
/// <summary>
/// Get the count of buffer currently in use (server + driver side).
/// </summary>
/// <returns>The count of buffer currently in use</returns>
public uint GetBufferCount()
{
return _bufferAppendedCount + _bufferRegisteredCount;
}
/// <summary>
/// Check if a buffer is present.
/// </summary>
/// <param name="bufferTag">The unique tag of the buffer</param>
/// <returns>Return true if a buffer is present</returns>
public bool ContainsBuffer(ulong bufferTag)
{
uint bufferIndex = (_releasedBufferIndex - _bufferReleasedCount) % Constants.AudioDeviceBufferCountMax;
for (int i = 0; i < GetTotalBufferCount(); i++)
{
if (_buffers[bufferIndex].BufferTag == bufferTag)
{
return true;
}
bufferIndex = (bufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
}
return false;
}
/// <summary>
/// Get the count of sample played in this session.
/// </summary>
/// <returns>The count of sample played in this session</returns>
public ulong GetPlayedSampleCount()
{
if (_state == AudioDeviceState.Stopped)
{
return 0;
}
else
{
return _hardwareDeviceSession.GetPlayedSampleCount();
}
}
/// <summary>
/// Flush all buffers to the initial state.
/// </summary>
/// <returns>True if any buffer was flushed</returns>
public bool FlushBuffers()
{
if (_state == AudioDeviceState.Stopped)
{
return false;
}
uint bufferCount = GetBufferCount();
while (TryPopReleasedBuffer(out AudioBuffer buffer))
{
_hardwareDeviceSession.UnregisterBuffer(buffer);
}
while (TryPopPlayingBuffer(out AudioBuffer buffer))
{
_hardwareDeviceSession.UnregisterBuffer(buffer);
}
if (_bufferRegisteredCount == 0 || (_bufferReleasedCount + _bufferAppendedCount) > Constants.AudioDeviceBufferCountMax)
{
return false;
}
_bufferReleasedCount += _bufferAppendedCount;
_releasedBufferIndex = (_releasedBufferIndex + _bufferAppendedCount) % Constants.AudioDeviceBufferCountMax;
_bufferAppendedCount = 0;
_hardwareBufferIndex = _serverBufferIndex;
if (bufferCount > 0)
{
_bufferEvent.Signal();
}
return true;
}
/// <summary>
/// Update the session.
/// </summary>
public void Update()
{
if (_state == AudioDeviceState.Started)
{
UpdateReleaseBuffers();
FlushToHardware();
}
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
// Tell the hardware session that we are ending.
_hardwareDeviceSession.PrepareToClose();
// Unregister all buffers
while (TryPopReleasedBuffer(out AudioBuffer buffer))
{
_hardwareDeviceSession.UnregisterBuffer(buffer);
}
while (TryPopPlayingBuffer(out AudioBuffer buffer))
{
_hardwareDeviceSession.UnregisterBuffer(buffer);
}
// Finally dispose hardware session.
_hardwareDeviceSession.Dispose();
_bufferEvent.Signal();
}
}
}
}