ryujinx/Ryujinx.Audio/Renderer/Dsp/Command
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
..
AdpcmDataSourceCommandVersion1.cs
AuxiliaryBufferCommand.cs
BiquadFilterCommand.cs
CircularBufferSinkCommand.cs
ClearMixBufferCommand.cs
CommandList.cs
CommandType.cs
CopyMixBufferCommand.cs
DataSourceVersion2Command.cs
DelayCommand.cs
DepopForMixBuffersCommand.cs
DepopPrepareCommand.cs
DeviceSinkCommand.cs
DownMixSurroundToStereoCommand.cs
ICommand.cs
MixCommand.cs Haydn: Part 1 (#2007) 2021-02-26 01:11:56 +01:00
MixRampCommand.cs
MixRampGroupedCommand.cs
PcmFloatDataSourceCommandVersion1.cs
PcmInt16DataSourceCommandVersion1.cs
PerformanceCommand.cs
Reverb3dCommand.cs
ReverbCommand.cs
UpsampleCommand.cs
VolumeCommand.cs
VolumeRampCommand.cs