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ba3af04da1
Used in Ninja Gaiden games.
131 lines
4.2 KiB
C++
131 lines
4.2 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <chrono>
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#include <functional>
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#include <memory>
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#include <string>
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#include <vector>
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#include <queue>
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#include "audio_core/buffer.h"
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#include "common/common_types.h"
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namespace Core::Timing {
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class CoreTiming;
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struct EventType;
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} // namespace Core::Timing
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namespace AudioCore {
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class SinkStream;
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/**
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* Represents an audio stream, which is a sequence of queued buffers, to be outputed by AudioOut
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*/
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class Stream {
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public:
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/// Audio format of the stream
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enum class Format {
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Mono16,
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Stereo16,
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Multi51Channel16,
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};
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/// Current state of the stream
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enum class State {
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Stopped,
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Playing,
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};
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/// Callback function type, used to change guest state on a buffer being released
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using ReleaseCallback = std::function<void()>;
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Stream(Core::Timing::CoreTiming& core_timing_, u32 sample_rate_, Format format_,
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ReleaseCallback&& release_callback_, SinkStream& sink_stream_, std::string&& name_);
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/// Plays the audio stream
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void Play();
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/// Stops the audio stream
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void Stop();
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/// Queues a buffer into the audio stream, returns true on success
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bool QueueBuffer(BufferPtr&& buffer);
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/// Flush audio buffers
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bool Flush();
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/// Returns true if the audio stream contains a buffer with the specified tag
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[[nodiscard]] bool ContainsBuffer(Buffer::Tag tag) const;
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/// Returns a vector of recently released buffers specified by tag
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[[nodiscard]] std::vector<Buffer::Tag> GetTagsAndReleaseBuffers(std::size_t max_count);
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/// Returns a vector of all recently released buffers specified by tag
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[[nodiscard]] std::vector<Buffer::Tag> GetTagsAndReleaseBuffers();
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void SetVolume(float volume);
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[[nodiscard]] float GetVolume() const {
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return game_volume;
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}
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/// Returns true if the stream is currently playing
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[[nodiscard]] bool IsPlaying() const {
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return state == State::Playing;
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}
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/// Returns the number of queued buffers
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[[nodiscard]] std::size_t GetQueueSize() const {
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return queued_buffers.size();
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}
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/// Gets the sample rate
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[[nodiscard]] u32 GetSampleRate() const {
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return sample_rate;
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}
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/// Gets the number of samples played so far
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[[nodiscard]] u64 GetPlayedSampleCount() const {
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return played_samples;
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}
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/// Gets the number of channels
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[[nodiscard]] u32 GetNumChannels() const;
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/// Get the state
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[[nodiscard]] State GetState() const;
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private:
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/// Plays the next queued buffer in the audio stream, starting playback if necessary
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void PlayNextBuffer(std::chrono::nanoseconds ns_late = {});
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/// Releases the actively playing buffer, signalling that it has been completed
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void ReleaseActiveBuffer(std::chrono::nanoseconds ns_late = {});
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/// Gets the number of core cycles when the specified buffer will be released
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[[nodiscard]] std::chrono::nanoseconds GetBufferReleaseNS(const Buffer& buffer) const;
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u32 sample_rate; ///< Sample rate of the stream
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u64 played_samples{}; ///< The current played sample count
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Format format; ///< Format of the stream
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float game_volume = 1.0f; ///< The volume the game currently has set
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ReleaseCallback release_callback; ///< Buffer release callback for the stream
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State state{State::Stopped}; ///< Playback state of the stream
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std::shared_ptr<Core::Timing::EventType>
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release_event; ///< Core timing release event for the stream
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BufferPtr active_buffer; ///< Actively playing buffer in the stream
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std::queue<BufferPtr> queued_buffers; ///< Buffers queued to be played in the stream
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std::queue<BufferPtr> released_buffers; ///< Buffers recently released from the stream
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SinkStream& sink_stream; ///< Output sink for the stream
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Core::Timing::CoreTiming& core_timing; ///< Core timing instance.
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std::string name; ///< Name of the stream, must be unique
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};
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using StreamPtr = std::shared_ptr<Stream>;
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} // namespace AudioCore
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