RyuKen/Ryujinx.Audio/Renderer/Server/Upsampler/UpsamplerManager.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

101 lines
3.1 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 System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Upsampler
{
/// <summary>
/// Upsampler manager.
/// </summary>
public class UpsamplerManager
{
/// <summary>
/// Work buffer for upsampler.
/// </summary>
private Memory<float> _upSamplerWorkBuffer;
/// <summary>
/// Global lock of the object.
/// </summary>
private object Lock = new object();
/// <summary>
/// The upsamplers instances.
/// </summary>
private UpsamplerState[] _upsamplers;
/// <summary>
/// The count of upsamplers.
/// </summary>
private uint _count;
/// <summary>
/// Create a new <see cref="UpsamplerManager"/>.
/// </summary>
/// <param name="upSamplerWorkBuffer">Work buffer for upsampler.</param>
/// <param name="count">The count of upsamplers.</param>
public UpsamplerManager(Memory<float> upSamplerWorkBuffer, uint count)
{
_upSamplerWorkBuffer = upSamplerWorkBuffer;
_count = count;
_upsamplers = new UpsamplerState[_count];
}
/// <summary>
/// Allocate a new <see cref="UpsamplerState"/>.
/// </summary>
/// <returns>A new <see cref="UpsamplerState"/> or null if out of memory.</returns>
public UpsamplerState Allocate()
{
int workBufferOffset = 0;
lock (Lock)
{
for (int i = 0; i < _count; i++)
{
if (_upsamplers[i] == null)
{
_upsamplers[i] = new UpsamplerState(this, i, _upSamplerWorkBuffer.Slice(workBufferOffset, Constants.UpSampleEntrySize), Constants.TargetSampleCount);
return _upsamplers[i];
}
workBufferOffset += Constants.UpSampleEntrySize;
}
}
return null;
}
/// <summary>
/// Free a <see cref="UpsamplerState"/> at the given index.
/// </summary>
/// <param name="index">The index of the <see cref="UpsamplerState"/> to free.</param>
public void Free(int index)
{
lock (Lock)
{
Debug.Assert(_upsamplers[index] != null);
_upsamplers[index] = null;
}
}
}
}