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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
103 lines
3.1 KiB
C#
103 lines
3.1 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 System;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class DepopForMixBuffersCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.DepopForMixBuffers;
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public ulong EstimatedProcessingTime { get; set; }
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public uint MixBufferOffset { get; }
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public uint MixBufferCount { get; }
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public float Decay { get; }
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public Memory<float> DepopBuffer { get; }
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private const int FixedPointPrecisionForDecay = 15;
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public DepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint mixBufferCount, int nodeId, uint sampleRate)
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{
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Enabled = true;
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NodeId = nodeId;
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MixBufferOffset = bufferOffset;
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MixBufferCount = mixBufferCount;
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DepopBuffer = depopBuffer;
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if (sampleRate == 48000)
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{
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Decay = 0.962189f;
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}
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else // if (sampleRate == 32000)
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{
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Decay = 0.943695f;
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}
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}
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private float ProcessDepopMix(Span<float> buffer, float depopValue, uint sampleCount)
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{
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if (depopValue <= 0)
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{
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for (int i = 0; i < sampleCount; i++)
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{
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depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
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buffer[i] -= depopValue;
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}
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return -depopValue;
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}
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else
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{
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for (int i = 0; i < sampleCount; i++)
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{
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depopValue = FloatingPointHelper.MultiplyRoundDown(Decay, depopValue);
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buffer[i] += depopValue;
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}
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return depopValue;
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}
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}
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public void Process(CommandList context)
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{
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uint bufferCount = Math.Min(MixBufferOffset + MixBufferCount, context.BufferCount);
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for (int i = (int)MixBufferOffset; i < bufferCount; i++)
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{
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float depopValue = DepopBuffer.Span[i];
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if (depopValue != 0)
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{
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Span<float> buffer = context.GetBuffer(i);
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DepopBuffer.Span[i] = ProcessDepopMix(buffer, depopValue, context.SampleCount);
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}
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}
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}
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}
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}
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