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

80 lines
2.6 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;
namespace Ryujinx.Audio.Renderer.Server.Upsampler
{
/// <summary>
/// Server state for a upsampling.
/// </summary>
public class UpsamplerState
{
/// <summary>
/// The output buffer containing the target samples.
/// </summary>
public Memory<float> OutputBuffer { get; }
/// <summary>
/// The target sample count.
/// </summary>
public uint SampleCount { get; }
/// <summary>
/// The index of the <see cref="UpsamplerState"/>. (used to free it)
/// </summary>
private int _index;
/// <summary>
/// The <see cref="UpsamplerManager"/>.
/// </summary>
private UpsamplerManager _manager;
/// <summary>
/// The source sample count.
/// </summary>
public uint SourceSampleCount;
/// <summary>
/// The input buffer indices of the buffers holding the samples that need upsampling.
/// </summary>
public ushort[] InputBufferIndices;
/// <summary>
/// Create a new <see cref="UpsamplerState"/>.
/// </summary>
/// <param name="manager">The upsampler manager.</param>
/// <param name="index">The index of the <see cref="UpsamplerState"/>. (used to free it)</param>
/// <param name="outputBuffer">The output buffer used to contain the target samples.</param>
/// <param name="sampleCount">The target sample count.</param>
public UpsamplerState(UpsamplerManager manager, int index, Memory<float> outputBuffer, uint sampleCount)
{
_manager = manager;
_index = index;
OutputBuffer = outputBuffer;
SampleCount = sampleCount;
}
/// <summary>
/// Release the <see cref="UpsamplerState"/>.
/// </summary>
public void Release()
{
_manager.Free(_index);
}
}
}