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f556c80d02
* 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
90 lines
3.0 KiB
C#
90 lines
3.0 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.Audio.Common;
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using Ryujinx.Audio.Integration;
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using Ryujinx.Memory;
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namespace Ryujinx.Audio.Backends.Common
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{
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public abstract class HardwareDeviceSessionOutputBase : IHardwareDeviceSession
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{
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public IVirtualMemoryManager MemoryManager { get; }
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public SampleFormat RequestedSampleFormat { get; }
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public uint RequestedSampleRate { get; }
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public uint RequestedChannelCount { get; }
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public HardwareDeviceSessionOutputBase(IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount)
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{
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MemoryManager = memoryManager;
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RequestedSampleFormat = requestedSampleFormat;
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RequestedSampleRate = requestedSampleRate;
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RequestedChannelCount = requestedChannelCount;
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}
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private byte[] GetBufferSamples(AudioBuffer buffer)
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{
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if (buffer.DataPointer == 0)
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{
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return null;
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}
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byte[] data = new byte[buffer.DataSize];
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MemoryManager.Read(buffer.DataPointer, data);
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return data;
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}
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protected ulong GetSampleCount(AudioBuffer buffer)
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{
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return (ulong)BackendHelper.GetSampleCount(RequestedSampleFormat, (int)RequestedChannelCount, (int)buffer.DataSize);
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}
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public abstract void Dispose();
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public abstract void PrepareToClose();
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public abstract void QueueBuffer(AudioBuffer buffer);
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public abstract void SetVolume(float volume);
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public abstract float GetVolume();
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public abstract void Start();
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public abstract void Stop();
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public abstract ulong GetPlayedSampleCount();
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public abstract bool WasBufferFullyConsumed(AudioBuffer buffer);
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public virtual bool RegisterBuffer(AudioBuffer buffer)
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{
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return RegisterBuffer(buffer, GetBufferSamples(buffer));
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}
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public virtual bool RegisterBuffer(AudioBuffer buffer, byte[] samples)
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{
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if (samples == null)
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{
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return false;
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}
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if (buffer.Data == null)
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{
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buffer.Data = samples;
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}
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return true;
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}
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public virtual void UnregisterBuffer(AudioBuffer buffer) { }
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}
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}
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