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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
112 lines
3.2 KiB
C#
112 lines
3.2 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.Common.Utilities;
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using System;
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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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/// Input information for a mix.
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/// </summary>
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/// <remarks>Also used on the client side for mix tracking.</remarks>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct MixParameter
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{
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/// <summary>
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/// Base volume of the mix.
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/// </summary>
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public float Volume;
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/// <summary>
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/// Target sample rate of the mix.
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// Target buffer count.
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/// </summary>
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public uint BufferCount;
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/// <summary>
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/// Set to true if in use.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsUsed;
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/// <summary>
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/// Set to true if it was changed.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsDirty;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private ushort _reserved1;
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/// <summary>
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/// The id of the mix.
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/// </summary>
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public int MixId;
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/// <summary>
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/// The effect count. (client side)
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/// </summary>
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public uint EffectCount;
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/// <summary>
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/// The mix node id.
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/// </summary>
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public int NodeId;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private ulong _reserved2;
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/// <summary>
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/// Mix buffer volumes storage.
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/// </summary>
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private MixVolumeArray _mixBufferVolumeArray;
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/// <summary>
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/// The mix to output the result of this mix.
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/// </summary>
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public int DestinationMixId;
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/// <summary>
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/// The splitter to output the result of this mix.
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/// </summary>
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public uint DestinationSplitterId;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private uint _reserved3;
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[StructLayout(LayoutKind.Sequential, Size = 4 * Constants.MixBufferCountMax * Constants.MixBufferCountMax, Pack = 1)]
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private struct MixVolumeArray { }
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/// <summary>
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/// Mix buffer volumes.
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/// </summary>
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/// <remarks>Used when no splitter id is specified.</remarks>
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public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixBufferVolumeArray);
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}
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}
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