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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
116 lines
4 KiB
C#
116 lines
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.Renderer.Server.Types;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Parameter
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{
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/// <summary>
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/// Audio Renderer user configuration.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct AudioRendererConfiguration
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{
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/// <summary>
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/// The target sample rate of the user.
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/// </summary>
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/// <remarks>Only 32000Hz and 48000Hz are considered valid, other sample rates will cause undefined behaviour.</remarks>
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public uint SampleRate;
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/// <summary>
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/// The target sample count per <see cref="Dsp.AudioProcessor"/> updates.
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/// </summary>
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public uint SampleCount;
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/// <summary>
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/// The maximum mix buffer count.
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/// </summary>
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public uint MixBufferCount;
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/// <summary>
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/// The maximum amount of sub mixes that could be used by the user.
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/// </summary>
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public uint SubMixBufferCount;
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/// <summary>
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/// The maximum amount of voices that could be used by the user.
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/// </summary>
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public uint VoiceCount;
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/// <summary>
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/// The maximum amount of sinks that could be used by the user.
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/// </summary>
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public uint SinkCount;
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/// <summary>
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/// The maximum amount of effects that could be used by the user.
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/// </summary>
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public uint EffectCount;
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/// <summary>
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/// The maximum amount of performance metric frames that could be used by the user.
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/// </summary>
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public uint PerformanceMetricFramesCount;
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/// <summary>
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/// Set to true if the user allows the <see cref="Server.AudioRenderSystem"/> to drop voices.
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/// </summary>
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/// <seealso cref="Server.AudioRenderSystem.ComputeVoiceDrop(Server.CommandBuffer, long, long)"/>
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[MarshalAs(UnmanagedType.I1)]
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public bool VoiceDropEnabled;
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/// <summary>
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/// Reserved/unused
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/// </summary>
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private byte _reserved;
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/// <summary>
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/// The target rendering device.
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/// </summary>
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/// <remarks>Must be <see cref="AudioRendererRenderingDevice.Dsp"/></remarks>
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public AudioRendererRenderingDevice RenderingDevice;
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/// <summary>
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/// The target execution mode.
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/// </summary>
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/// <remarks>Must be <see cref="AudioRendererExecutionMode.Auto"/></remarks>
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public AudioRendererExecutionMode ExecutionMode;
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/// <summary>
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/// The maximum amount of splitters that could be used by the user.
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/// </summary>
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public uint SplitterCount;
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/// <summary>
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/// The maximum amount of splitters destinations that could be used by the user.
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/// </summary>
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public uint SplitterDestinationCount;
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/// <summary>
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/// The size of the external context.
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/// </summary>
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/// <remarks>This is a leftover of the old "codec" interface system that was present between 1.0.0 and 3.0.0. This was entirely removed from the server side with REV8.</remarks>
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public uint ExternalContextSize;
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/// <summary>
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/// The user audio revision
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/// </summary>
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/// <seealso cref="Server.BehaviourContext"/>
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public int Revision;
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}
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}
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