Ryujinx/Ryujinx.Audio/Renderer/Server/Voice/VoiceState.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

716 lines
28 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.Common;
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using Ryujinx.Common.Memory;
using Ryujinx.Common.Utilities;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
[StructLayout(LayoutKind.Sequential, Pack = Alignment)]
public struct VoiceState
{
public const int Alignment = 0x10;
/// <summary>
/// Set to true if the voice is used.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool InUse;
/// <summary>
/// Set to true if the voice is new.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsNew;
[MarshalAs(UnmanagedType.I1)]
public bool WasPlaying;
/// <summary>
/// The <see cref="SampleFormat"/> of the voice.
/// </summary>
public SampleFormat SampleFormat;
/// <summary>
/// The sample rate of the voice.
/// </summary>
public uint SampleRate;
/// <summary>
/// The total channel count used.
/// </summary>
public uint ChannelsCount;
/// <summary>
/// Id of the voice.
/// </summary>
public int Id;
/// <summary>
/// Node id of the voice.
/// </summary>
public int NodeId;
/// <summary>
/// The target mix id of the voice.
/// </summary>
public int MixId;
/// <summary>
/// The current voice <see cref="Types.PlayState"/>.
/// </summary>
public Types.PlayState PlayState;
/// <summary>
/// The previous voice <see cref="Types.PlayState"/>.
/// </summary>
public Types.PlayState PreviousPlayState;
/// <summary>
/// The priority of the voice.
/// </summary>
public uint Priority;
/// <summary>
/// Target sorting position of the voice. (used to sort voice with the same <see cref="Priority"/>)
/// </summary>
public uint SortingOrder;
/// <summary>
/// The pitch used on the voice.
/// </summary>
public float Pitch;
/// <summary>
/// The output volume of the voice.
/// </summary>
public float Volume;
/// <summary>
/// The previous output volume of the voice.
/// </summary>
public float PreviousVolume;
/// <summary>
/// Biquad filters to apply to the output of the voice.
/// </summary>
public Array2<BiquadFilterParameter> BiquadFilters;
/// <summary>
/// Total count of <see cref="WaveBufferInternal"/> of the voice.
/// </summary>
public uint WaveBuffersCount;
/// <summary>
/// Current playing <see cref="WaveBufferInternal"/> of the voice.
/// </summary>
public uint WaveBuffersIndex;
/// <summary>
/// Change the behaviour of the voice.
/// </summary>
/// <remarks>This was added on REV5.</remarks>
public DecodingBehaviour DecodingBehaviour;
/// <summary>
/// User state <see cref="AddressInfo"/> required by the data source.
/// </summary>
/// <remarks>Only used for <see cref="SampleFormat.Adpcm"/> as the GC-ADPCM coefficients.</remarks>
public AddressInfo DataSourceStateAddressInfo;
/// <summary>
/// The wavebuffers of this voice.
/// </summary>
public Array4<WaveBuffer> WaveBuffers;
/// <summary>
/// The channel resource ids associated to the voice.
/// </summary>
public Array6<int> ChannelResourceIds;
/// <summary>
/// The target splitter id of the voice.
/// </summary>
public uint SplitterId;
/// <summary>
/// Change the Sample Rate Conversion (SRC) quality of the voice.
/// </summary>
/// <remarks>This was added on REV8.</remarks>
public SampleRateConversionQuality SrcQuality;
/// <summary>
/// If set to true, the voice was dropped.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool VoiceDropFlag;
/// <summary>
/// Set to true if the data source state work buffer wasn't mapped.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool DataSourceStateUnmapped;
/// <summary>
/// Set to true if any of the <see cref="WaveBuffer.BufferAddressInfo"/> work buffer wasn't mapped.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool BufferInfoUnmapped;
/// <summary>
/// The biquad filter initialization state storage.
/// </summary>
private BiquadFilterNeedInitializationArrayStruct _biquadFilterNeedInitialization;
/// <summary>
/// Flush the amount of wavebuffer specified. This will result in the wavebuffer being skipped and marked played.
/// </summary>
/// <remarks>This was added on REV5.</remarks>
public byte FlushWaveBufferCount;
[StructLayout(LayoutKind.Sequential, Size = Constants.VoiceBiquadFilterCount)]
private struct BiquadFilterNeedInitializationArrayStruct { }
/// <summary>
/// The biquad filter initialization state array.
/// </summary>
public Span<bool> BiquadFilterNeedInitialization => SpanHelpers.AsSpan<BiquadFilterNeedInitializationArrayStruct, bool>(ref _biquadFilterNeedInitialization);
/// <summary>
/// Initialize the <see cref="VoiceState"/>.
/// </summary>
public void Initialize()
{
IsNew = false;
VoiceDropFlag = false;
DataSourceStateUnmapped = false;
BufferInfoUnmapped = false;
FlushWaveBufferCount = 0;
PlayState = Types.PlayState.Stopped;
Priority = Constants.VoiceLowestPriority;
Id = 0;
NodeId = 0;
SampleRate = 0;
SampleFormat = SampleFormat.Invalid;
ChannelsCount = 0;
Pitch = 0.0f;
Volume= 0.0f;
PreviousVolume = 0.0f;
BiquadFilters.ToSpan().Fill(new BiquadFilterParameter());
WaveBuffersCount = 0;
WaveBuffersIndex = 0;
MixId = Constants.UnusedMixId;
SplitterId = Constants.UnusedSplitterId;
DataSourceStateAddressInfo.Setup(0, 0);
InitializeWaveBuffers();
}
/// <summary>
/// Initialize the <see cref="WaveBuffer"/> in this <see cref="VoiceState"/>.
/// </summary>
private void InitializeWaveBuffers()
{
for (int i = 0; i < WaveBuffers.Length; i++)
{
WaveBuffers[i].StartSampleOffset = 0;
WaveBuffers[i].EndSampleOffset = 0;
WaveBuffers[i].ShouldLoop = false;
WaveBuffers[i].IsEndOfStream = false;
WaveBuffers[i].BufferAddressInfo.Setup(0, 0);
WaveBuffers[i].ContextAddressInfo.Setup(0, 0);
WaveBuffers[i].IsSendToAudioProcessor = true;
}
}
/// <summary>
/// Check if the voice needs to be skipped.
/// </summary>
/// <returns>Returns true if the voice needs to be skipped.</returns>
public bool ShouldSkip()
{
return !InUse || WaveBuffersCount == 0 || DataSourceStateUnmapped || BufferInfoUnmapped || VoiceDropFlag;
}
/// <summary>
/// Return true if the mix has any destinations.
/// </summary>
/// <returns>True if the mix has any destinations.</returns>
public bool HasAnyDestination()
{
return MixId != Constants.UnusedMixId || SplitterId != Constants.UnusedSplitterId;
}
/// <summary>
/// Indicate if the server voice information needs to be updated.
/// </summary>
/// <param name="parameter">The user parameter.</param>
/// <returns>Return true, if the server voice information needs to be updated.</returns>
private bool ShouldUpdateParameters(ref VoiceInParameter parameter)
{
if (DataSourceStateAddressInfo.CpuAddress == parameter.DataSourceStateAddress)
{
return DataSourceStateAddressInfo.Size != parameter.DataSourceStateSize;
}
return DataSourceStateAddressInfo.CpuAddress != parameter.DataSourceStateAddress ||
DataSourceStateAddressInfo.Size != parameter.DataSourceStateSize ||
DataSourceStateUnmapped;
}
/// <summary>
/// Update the internal state from a user parameter.
/// </summary>
/// <param name="outErrorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="poolMapper">The mapper to use.</param>
/// <param name="behaviourContext">The behaviour context.</param>
public void UpdateParameters(out ErrorInfo outErrorInfo, ref VoiceInParameter parameter, ref PoolMapper poolMapper, ref BehaviourContext behaviourContext)
{
InUse = parameter.InUse;
Id = parameter.Id;
NodeId = parameter.NodeId;
UpdatePlayState(parameter.PlayState);
SrcQuality = parameter.SrcQuality;
Priority = parameter.Priority;
SortingOrder = parameter.SortingOrder;
SampleRate = parameter.SampleRate;
SampleFormat = parameter.SampleFormat;
ChannelsCount = parameter.ChannelCount;
Pitch = parameter.Pitch;
Volume = parameter.Volume;
parameter.BiquadFilters.ToSpan().CopyTo(BiquadFilters.ToSpan());
WaveBuffersCount = parameter.WaveBuffersCount;
WaveBuffersIndex = parameter.WaveBuffersIndex;
if (behaviourContext.IsFlushVoiceWaveBuffersSupported())
{
FlushWaveBufferCount += parameter.FlushWaveBufferCount;
}
MixId = parameter.MixId;
if (behaviourContext.IsSplitterSupported())
{
SplitterId = parameter.SplitterId;
}
else
{
SplitterId = Constants.UnusedSplitterId;
}
parameter.ChannelResourceIds.ToSpan().CopyTo(ChannelResourceIds.ToSpan());
DecodingBehaviour behaviour = DecodingBehaviour.Default;
if (behaviourContext.IsDecodingBehaviourFlagSupported())
{
behaviour = parameter.DecodingBehaviourFlags;
}
DecodingBehaviour = behaviour;
if (parameter.ResetVoiceDropFlag)
{
VoiceDropFlag = false;
}
if (ShouldUpdateParameters(ref parameter))
{
DataSourceStateUnmapped = !poolMapper.TryAttachBuffer(out outErrorInfo, ref DataSourceStateAddressInfo, parameter.DataSourceStateAddress, parameter.DataSourceStateSize);
}
else
{
outErrorInfo = new ErrorInfo();
}
}
/// <summary>
/// Update the internal play state from user play state.
/// </summary>
/// <param name="userPlayState">The target user play state.</param>
public void UpdatePlayState(PlayState userPlayState)
{
Types.PlayState oldServerPlayState = PlayState;
PreviousPlayState = oldServerPlayState;
Types.PlayState newServerPlayState;
switch (userPlayState)
{
case Common.PlayState.Start:
newServerPlayState = Types.PlayState.Started;
break;
case Common.PlayState.Stop:
if (oldServerPlayState == Types.PlayState.Stopped)
{
return;
}
newServerPlayState = Types.PlayState.Stopping;
break;
case Common.PlayState.Pause:
newServerPlayState = Types.PlayState.Paused;
break;
default:
throw new NotImplementedException($"Unhandled PlayState.{userPlayState}");
}
PlayState = newServerPlayState;
}
/// <summary>
/// Write the status of the voice to the given user output.
/// </summary>
/// <param name="outStatus">The given user output.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
public void WriteOutStatus(ref VoiceOutStatus outStatus, ref VoiceInParameter parameter, Memory<VoiceUpdateState>[] voiceUpdateStates)
{
#if DEBUG
// Sanity check in debug mode of the internal state
if (!parameter.IsNew && !IsNew)
{
for (int i = 1; i < ChannelsCount; i++)
{
ref VoiceUpdateState stateA = ref voiceUpdateStates[i - 1].Span[0];
ref VoiceUpdateState stateB = ref voiceUpdateStates[i].Span[0];
Debug.Assert(stateA.WaveBufferConsumed == stateB.WaveBufferConsumed);
Debug.Assert(stateA.PlayedSampleCount == stateB.PlayedSampleCount);
Debug.Assert(stateA.Offset == stateB.Offset);
Debug.Assert(stateA.WaveBufferIndex == stateB.WaveBufferIndex);
Debug.Assert(stateA.Fraction == stateB.Fraction);
Debug.Assert(stateA.IsWaveBufferValid.SequenceEqual(stateB.IsWaveBufferValid));
}
}
#endif
if (parameter.IsNew || IsNew)
{
IsNew = true;
outStatus.VoiceDropFlag = false;
outStatus.PlayedWaveBuffersCount = 0;
outStatus.PlayedSampleCount = 0;
}
else
{
ref VoiceUpdateState state = ref voiceUpdateStates[0].Span[0];
outStatus.VoiceDropFlag = VoiceDropFlag;
outStatus.PlayedWaveBuffersCount = state.WaveBufferConsumed;
outStatus.PlayedSampleCount = state.PlayedSampleCount;
}
}
/// <summary>
/// Update the internal state of all the <see cref="WaveBuffer"/> of the <see cref="VoiceState"/>.
/// </summary>
/// <param name="errorInfos">An array of <see cref="ErrorInfo"/> used to report errors when mapping any of the <see cref="WaveBuffer"/>.</param>
/// <param name="parameter">The user parameter.</param>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
/// <param name="mapper">The mapper to use.</param>
/// <param name="behaviourContext">The behaviour context.</param>
public void UpdateWaveBuffers(out ErrorInfo[] errorInfos, ref VoiceInParameter parameter, Memory<VoiceUpdateState>[] voiceUpdateStates, ref PoolMapper mapper, ref BehaviourContext behaviourContext)
{
errorInfos = new ErrorInfo[Constants.VoiceWaveBufferCount * 2];
if (parameter.IsNew)
{
InitializeWaveBuffers();
for (int i = 0; i < parameter.ChannelCount; i++)
{
voiceUpdateStates[i].Span[0].IsWaveBufferValid.Fill(false);
}
}
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[0].Span[0];
for (int i = 0; i < Constants.VoiceWaveBufferCount; i++)
{
UpdateWaveBuffer(errorInfos.AsSpan().Slice(i * 2, 2), ref WaveBuffers[i], ref parameter.WaveBuffers[i], parameter.SampleFormat, voiceUpdateState.IsWaveBufferValid[i], ref mapper, ref behaviourContext);
}
}
/// <summary>
/// Update the internal state of one of the <see cref="WaveBuffer"/> of the <see cref="VoiceState"/>.
/// </summary>
/// <param name="errorInfos">A <see cref="Span{ErrorInfo}"/> used to report errors when mapping the <see cref="WaveBuffer"/>.</param>
/// <param name="waveBuffer">The <see cref="WaveBuffer"/> to update.</param>
/// <param name="inputWaveBuffer">The <see cref="WaveBufferInternal"/> from the user input.</param>
/// <param name="sampleFormat">The <see cref="SampleFormat"/> from the user input.</param>
/// <param name="isValid">If set to true, the server side wavebuffer is considered valid.</param>
/// <param name="mapper">The mapper to use.</param>
/// <param name="behaviourContext">The behaviour context.</param>
private void UpdateWaveBuffer(Span<ErrorInfo> errorInfos, ref WaveBuffer waveBuffer, ref WaveBufferInternal inputWaveBuffer, SampleFormat sampleFormat, bool isValid, ref PoolMapper mapper, ref BehaviourContext behaviourContext)
{
if (!isValid && waveBuffer.IsSendToAudioProcessor && waveBuffer.BufferAddressInfo.CpuAddress != 0)
{
mapper.ForceUnmap(ref waveBuffer.BufferAddressInfo);
waveBuffer.BufferAddressInfo.Setup(0, 0);
}
if (!inputWaveBuffer.SentToServer || BufferInfoUnmapped)
{
if (inputWaveBuffer.IsSampleOffsetValid(sampleFormat))
{
Debug.Assert(waveBuffer.IsSendToAudioProcessor);
waveBuffer.IsSendToAudioProcessor = false;
waveBuffer.StartSampleOffset = inputWaveBuffer.StartSampleOffset;
waveBuffer.EndSampleOffset = inputWaveBuffer.EndSampleOffset;
waveBuffer.ShouldLoop = inputWaveBuffer.ShouldLoop;
waveBuffer.IsEndOfStream = inputWaveBuffer.IsEndOfStream;
waveBuffer.LoopStartSampleOffset = inputWaveBuffer.LoopFirstSampleOffset;
waveBuffer.LoopEndSampleOffset = inputWaveBuffer.LoopLastSampleOffset;
waveBuffer.LoopCount = inputWaveBuffer.LoopCount;
BufferInfoUnmapped = !mapper.TryAttachBuffer(out ErrorInfo bufferInfoError, ref waveBuffer.BufferAddressInfo, inputWaveBuffer.Address, inputWaveBuffer.Size);
errorInfos[0] = bufferInfoError;
if (sampleFormat == SampleFormat.Adpcm && behaviourContext.IsAdpcmLoopContextBugFixed() && inputWaveBuffer.ContextAddress != 0)
{
bool adpcmLoopContextMapped = mapper.TryAttachBuffer(out ErrorInfo adpcmLoopContextInfoError,
ref waveBuffer.ContextAddressInfo,
inputWaveBuffer.ContextAddress,
inputWaveBuffer.ContextSize);
errorInfos[1] = adpcmLoopContextInfoError;
if (adpcmLoopContextMapped)
{
BufferInfoUnmapped = DataSourceStateUnmapped;
}
else
{
BufferInfoUnmapped = true;
}
}
else
{
waveBuffer.ContextAddressInfo.Setup(0, 0);
}
}
else
{
errorInfos[0].ErrorCode = ResultCode.InvalidAddressInfo;
errorInfos[0].ExtraErrorInfo = inputWaveBuffer.Address;
}
}
}
/// <summary>
/// Reset the resources associated to this <see cref="VoiceState"/>.
/// </summary>
/// <param name="context">The voice context.</param>
private void ResetResources(VoiceContext context)
{
for (int i = 0; i < ChannelsCount; i++)
{
int channelResourceId = ChannelResourceIds[i];
ref VoiceChannelResource voiceChannelResource = ref context.GetChannelResource(channelResourceId);
Debug.Assert(voiceChannelResource.IsUsed);
Memory<VoiceUpdateState> dspSharedState = context.GetUpdateStateForDsp(channelResourceId);
MemoryMarshal.Cast<VoiceUpdateState, byte>(dspSharedState.Span).Fill(0);
voiceChannelResource.UpdateState();
}
}
/// <summary>
/// Flush a certain amount of <see cref="WaveBuffer"/>.
/// </summary>
/// <param name="waveBufferCount">The amount of wavebuffer to flush.</param>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
/// <param name="channelCount">The channel count from user input.</param>
private void FlushWaveBuffers(uint waveBufferCount, Memory<VoiceUpdateState>[] voiceUpdateStates, uint channelCount)
{
uint waveBufferIndex = WaveBuffersIndex;
for (int i = 0; i < waveBufferCount; i++)
{
WaveBuffers[(int)waveBufferIndex].IsSendToAudioProcessor = true;
for (int j = 0; j < channelCount; j++)
{
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[j].Span[0];
voiceUpdateState.WaveBufferIndex = (voiceUpdateState.WaveBufferIndex + 1) % Constants.VoiceWaveBufferCount;
voiceUpdateState.WaveBufferConsumed++;
voiceUpdateState.IsWaveBufferValid[(int)waveBufferIndex] = false;
}
waveBufferIndex = (waveBufferIndex + 1) % Constants.VoiceWaveBufferCount;
}
}
/// <summary>
/// Update the internal parameters for command generation.
/// </summary>
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
/// <returns>Return true if this voice should be played.</returns>
public bool UpdateParametersForCommandGeneration(Memory<VoiceUpdateState>[] voiceUpdateStates)
{
if (FlushWaveBufferCount != 0)
{
FlushWaveBuffers(FlushWaveBufferCount, voiceUpdateStates, ChannelsCount);
FlushWaveBufferCount = 0;
}
switch (PlayState)
{
case Types.PlayState.Started:
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref WaveBuffer wavebuffer = ref WaveBuffers[i];
if (!wavebuffer.IsSendToAudioProcessor)
{
for (int y = 0; y < ChannelsCount; y++)
{
Debug.Assert(!voiceUpdateStates[y].Span[0].IsWaveBufferValid[i]);
voiceUpdateStates[y].Span[0].IsWaveBufferValid[i] = true;
}
wavebuffer.IsSendToAudioProcessor = true;
}
}
WasPlaying = false;
ref VoiceUpdateState primaryVoiceUpdateState = ref voiceUpdateStates[0].Span[0];
for (int i = 0; i < primaryVoiceUpdateState.IsWaveBufferValid.Length; i++)
{
if (primaryVoiceUpdateState.IsWaveBufferValid[i])
{
return true;
}
}
return false;
case Types.PlayState.Stopping:
for (int i = 0; i < WaveBuffers.Length; i++)
{
ref WaveBuffer wavebuffer = ref WaveBuffers[i];
wavebuffer.IsSendToAudioProcessor = true;
for (int j = 0; j < ChannelsCount; j++)
{
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[j].Span[0];
if (voiceUpdateState.IsWaveBufferValid[i])
{
voiceUpdateState.WaveBufferIndex = (voiceUpdateState.WaveBufferIndex + 1) % Constants.VoiceWaveBufferCount;
voiceUpdateState.WaveBufferConsumed++;
}
voiceUpdateState.IsWaveBufferValid[i] = false;
}
}
for (int i = 0; i < ChannelsCount; i++)
{
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[i].Span[0];
voiceUpdateState.Offset = 0;
voiceUpdateState.PlayedSampleCount = 0;
voiceUpdateState.Pitch.ToSpan().Fill(0);
voiceUpdateState.Fraction = 0;
voiceUpdateState.LoopContext = new Dsp.State.AdpcmLoopContext();
}
PlayState = Types.PlayState.Stopped;
WasPlaying = PreviousPlayState == Types.PlayState.Started;
return WasPlaying;
case Types.PlayState.Stopped:
case Types.PlayState.Paused:
foreach (ref WaveBuffer wavebuffer in WaveBuffers.ToSpan())
{
wavebuffer.BufferAddressInfo.GetReference(true);
wavebuffer.ContextAddressInfo.GetReference(true);
}
if (SampleFormat == SampleFormat.Adpcm)
{
if (DataSourceStateAddressInfo.CpuAddress != 0)
{
DataSourceStateAddressInfo.GetReference(true);
}
}
WasPlaying = PreviousPlayState == Types.PlayState.Started;
return WasPlaying;
default:
throw new NotImplementedException($"{PlayState}");
}
}
/// <summary>
/// Update the internal state for command generation.
/// </summary>
/// <param name="context">The voice context.</param>
/// <returns>Return true if this voice should be played.</returns>
public bool UpdateForCommandGeneration(VoiceContext context)
{
if (IsNew)
{
ResetResources(context);
PreviousVolume = Volume;
IsNew = false;
}
Memory<VoiceUpdateState>[] voiceUpdateStates = new Memory<VoiceUpdateState>[Constants.VoiceChannelCountMax];
for (int i = 0; i < ChannelsCount; i++)
{
voiceUpdateStates[i] = context.GetUpdateStateForDsp(ChannelResourceIds[i]);
}
return UpdateParametersForCommandGeneration(voiceUpdateStates);
}
}
}