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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.
392 lines
12 KiB
C#
392 lines
12 KiB
C#
using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Integration;
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using System;
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using System.Threading;
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namespace Ryujinx.Audio.Input
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{
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/// <summary>
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/// Audio input system.
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/// </summary>
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public class AudioInputSystem : IDisposable
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{
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/// <summary>
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/// The session id associated to the <see cref="AudioInputSystem"/>.
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/// </summary>
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private int _sessionId;
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/// <summary>
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/// The session the <see cref="AudioInputSystem"/>.
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/// </summary>
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private AudioDeviceSession _session;
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/// <summary>
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/// The target device name of the <see cref="AudioInputSystem"/>.
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/// </summary>
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public string DeviceName { get; private set; }
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/// <summary>
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/// The target sample rate of the <see cref="AudioInputSystem"/>.
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/// </summary>
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public uint SampleRate { get; private set; }
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/// <summary>
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/// The target channel count of the <see cref="AudioInputSystem"/>.
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/// </summary>
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public uint ChannelCount { get; private set; }
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/// <summary>
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/// The target sample format of the <see cref="AudioInputSystem"/>.
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/// </summary>
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public SampleFormat SampleFormat { get; private set; }
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/// <summary>
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/// The <see cref="AudioInputManager"/> owning this.
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/// </summary>
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private AudioInputManager _manager;
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/// <summary>
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/// The lock of the parent.
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/// </summary>
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private object _parentLock;
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/// <summary>
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/// The dispose state.
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/// </summary>
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private int _disposeState;
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/// <summary>
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/// Create a new <see cref="AudioInputSystem"/>.
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/// </summary>
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/// <param name="manager">The manager instance</param>
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/// <param name="parentLock">The lock of the manager</param>
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/// <param name="deviceSession">The hardware device session</param>
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/// <param name="bufferEvent">The buffer release event of the audio input</param>
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public AudioInputSystem(AudioInputManager manager, object parentLock, IHardwareDeviceSession deviceSession, IWritableEvent bufferEvent)
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{
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_manager = manager;
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_parentLock = parentLock;
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_session = new AudioDeviceSession(deviceSession, bufferEvent);
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}
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/// <summary>
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/// Get the default device name on the system.
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/// </summary>
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/// <returns>The default device name on the system.</returns>
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private static string GetDeviceDefaultName()
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{
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return Constants.DefaultDeviceInputName;
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}
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/// <summary>
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/// Check if a given configuration and device name is valid on the system.
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/// </summary>
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/// <param name="configuration">The configuration to check.</param>
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/// <param name="deviceName">The device name to check.</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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private static ResultCode IsConfigurationValid(ref AudioInputConfiguration configuration, string deviceName)
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{
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if (deviceName.Length != 0 && !deviceName.Equals(GetDeviceDefaultName()))
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{
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return ResultCode.DeviceNotFound;
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}
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else if (configuration.SampleRate != 0 && configuration.SampleRate != Constants.TargetSampleRate)
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{
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return ResultCode.UnsupportedSampleRate;
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}
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else if (configuration.ChannelCount != 0 && configuration.ChannelCount != 1 && configuration.ChannelCount != 2 && configuration.ChannelCount != 6)
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{
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return ResultCode.UnsupportedChannelConfiguration;
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}
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return ResultCode.Success;
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}
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/// <summary>
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/// Get the released buffer event.
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/// </summary>
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/// <returns>The released buffer event</returns>
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public IWritableEvent RegisterBufferEvent()
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{
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lock (_parentLock)
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{
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return _session.GetBufferEvent();
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}
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}
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/// <summary>
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/// Update the <see cref="AudioInputSystem"/>.
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/// </summary>
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public void Update()
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{
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lock (_parentLock)
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{
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_session.Update();
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}
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}
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/// <summary>
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/// Get the id of this session.
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/// </summary>
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/// <returns>The id of this session</returns>
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public int GetSessionId()
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{
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return _sessionId;
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}
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/// <summary>
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/// Initialize the <see cref="AudioInputSystem"/>.
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/// </summary>
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/// <param name="inputDeviceName">The input device name wanted by the user</param>
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/// <param name="sampleFormat">The sample format to use</param>
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/// <param name="parameter">The user configuration</param>
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/// <param name="sessionId">The session id associated to this <see cref="AudioInputSystem"/></param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode Initialize(string inputDeviceName, SampleFormat sampleFormat, ref AudioInputConfiguration parameter, int sessionId)
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{
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_sessionId = sessionId;
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ResultCode result = IsConfigurationValid(ref parameter, inputDeviceName);
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if (result == ResultCode.Success)
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{
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if (inputDeviceName.Length == 0)
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{
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DeviceName = GetDeviceDefaultName();
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}
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else
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{
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DeviceName = inputDeviceName;
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}
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if (parameter.ChannelCount == 6)
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{
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ChannelCount = 6;
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}
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else
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{
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ChannelCount = 2;
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}
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SampleFormat = sampleFormat;
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SampleRate = Constants.TargetSampleRate;
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}
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return result;
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}
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/// <summary>
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/// Append a new audio buffer to the audio input.
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/// </summary>
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/// <param name="bufferTag">The unique tag of this buffer.</param>
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/// <param name="userBuffer">The buffer informations.</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode AppendBuffer(ulong bufferTag, ref AudioUserBuffer userBuffer)
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{
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lock (_parentLock)
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{
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AudioBuffer buffer = new AudioBuffer
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{
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BufferTag = bufferTag,
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DataPointer = userBuffer.Data,
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DataSize = userBuffer.DataSize
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};
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if (_session.AppendBuffer(buffer))
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{
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return ResultCode.Success;
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}
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return ResultCode.BufferRingFull;
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}
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}
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/// <summary>
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/// Append a new audio buffer to the audio input.
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/// </summary>
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/// <remarks>This is broken by design, only added for completness.</remarks>
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/// <param name="bufferTag">The unique tag of this buffer.</param>
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/// <param name="userBuffer">The buffer informations.</param>
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/// <param name="handle">Some unknown handle.</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode AppendUacBuffer(ulong bufferTag, ref AudioUserBuffer userBuffer, uint handle)
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{
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lock (_parentLock)
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{
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AudioBuffer buffer = new AudioBuffer
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{
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BufferTag = bufferTag,
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DataPointer = userBuffer.Data,
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DataSize = userBuffer.DataSize
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};
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if (_session.AppendUacBuffer(buffer, handle))
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{
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return ResultCode.Success;
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}
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return ResultCode.BufferRingFull;
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}
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}
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/// <summary>
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/// Get the release buffers.
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/// </summary>
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/// <param name="releasedBuffers">The buffer to write the release buffers</param>
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/// <param name="releasedCount">The count of released buffers</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode GetReleasedBuffers(Span<ulong> releasedBuffers, out uint releasedCount)
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{
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releasedCount = 0;
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// Ensure that the first entry is set to zero if no entries are returned.
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if (releasedBuffers.Length > 0)
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{
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releasedBuffers[0] = 0;
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}
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lock (_parentLock)
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{
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for (int i = 0; i < releasedBuffers.Length; i++)
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{
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if (!_session.TryPopReleasedBuffer(out AudioBuffer buffer))
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{
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break;
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}
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releasedBuffers[i] = buffer.BufferTag;
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releasedCount++;
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}
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}
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return ResultCode.Success;
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}
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/// <summary>
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/// Get the current state of the <see cref="AudioInputSystem"/>.
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/// </summary>
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/// <returns>Return the curent sta\te of the <see cref="AudioInputSystem"/></returns>
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public AudioDeviceState GetState()
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{
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lock (_parentLock)
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{
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return _session.GetState();
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}
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}
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/// <summary>
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/// Start the audio session.
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/// </summary>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
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public ResultCode Start()
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{
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lock (_parentLock)
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{
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return _session.Start();
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}
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}
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/// <summary>
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/// Stop the audio session.
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/// </summary>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
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public ResultCode Stop()
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{
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lock (_parentLock)
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{
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return _session.Stop();
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}
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}
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/// <summary>
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/// Get the volume of the session.
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/// </summary>
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/// <returns>The volume of the session</returns>
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public float GetVolume()
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{
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lock (_parentLock)
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{
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return _session.GetVolume();
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}
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}
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/// <summary>
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/// Set the volume of the session.
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/// </summary>
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/// <param name="volume">The new volume to set</param>
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public void SetVolume(float volume)
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{
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lock (_parentLock)
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{
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_session.SetVolume(volume);
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}
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}
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/// <summary>
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/// Get the count of buffer currently in use (server + driver side).
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/// </summary>
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/// <returns>The count of buffer currently in use</returns>
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public uint GetBufferCount()
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{
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lock (_parentLock)
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{
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return _session.GetBufferCount();
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}
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}
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/// <summary>
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/// Check if a buffer is present.
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/// </summary>
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/// <param name="bufferTag">The unique tag of the buffer</param>
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/// <returns>Return true if a buffer is present</returns>
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public bool ContainsBuffer(ulong bufferTag)
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{
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lock (_parentLock)
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{
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return _session.ContainsBuffer(bufferTag);
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}
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}
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/// <summary>
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/// Get the count of sample played in this session.
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/// </summary>
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/// <returns>The count of sample played in this session</returns>
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public ulong GetPlayedSampleCount()
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{
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lock (_parentLock)
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{
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return _session.GetPlayedSampleCount();
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}
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}
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/// <summary>
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/// Flush all buffers to the initial state.
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/// </summary>
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/// <returns>True if any buffers was flushed</returns>
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public bool FlushBuffers()
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{
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lock (_parentLock)
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{
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return _session.FlushBuffers();
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}
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}
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public void Dispose()
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{
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if (Interlocked.CompareExchange(ref _disposeState, 1, 0) == 0)
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{
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Dispose(true);
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}
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_session.Dispose();
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_manager.Unregister(this);
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}
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}
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}
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} |