RyuKen/Ryujinx.Audio.Renderer/Server/Voice/VoiceContext.cs
Mary a389dd59bd
Amadeus: Final Act (#1481)
* Amadeus: Final Act

This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer!

This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months.
This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware.

Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3.

- FE3H voices in videos and chapter intro are not present.
- Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time).

- Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed.

* Make timing more precise when sleeping on Windows

Improve precision to a 1ms resolution on Windows NT based OS.
This is used to avoid having totally erratic timings and unify all
Windows users to the same resolution.

NOTE: This is only active when emulation is running.
2020-08-17 22:49:37 -03:00

166 lines
6.2 KiB
C#

//
// Copyright (c) 2019-2020 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 Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Utils;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
/// <summary>
/// Voice context.
/// </summary>
public class VoiceContext
{
/// <summary>
/// Storage of the sorted indices to <see cref="VoiceState"/>.
/// </summary>
private Memory<int> _sortedVoices;
/// <summary>
/// Storage for <see cref="VoiceState"/>.
/// </summary>
private Memory<VoiceState> _voices;
/// <summary>
/// Storage for <see cref="VoiceChannelResource"/>.
/// </summary>
private Memory<VoiceChannelResource> _voiceChannelResources;
/// <summary>
/// Storage for <see cref="VoiceUpdateState"/> that are used during audio renderer server updates.
/// </summary>
private Memory<VoiceUpdateState> _voiceUpdateStatesCpu;
/// <summary>
/// Storage for <see cref="VoiceUpdateState"/> for the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
private Memory<VoiceUpdateState> _voiceUpdateStatesDsp;
/// <summary>
/// The total voice count.
/// </summary>
private uint _voiceCount;
public void Initialize(Memory<int> sortedVoices, Memory<VoiceState> voices, Memory<VoiceChannelResource> voiceChannelResources, Memory<VoiceUpdateState> voiceUpdateStatesCpu, Memory<VoiceUpdateState> voiceUpdateStatesDsp, uint voiceCount)
{
_sortedVoices = sortedVoices;
_voices = voices;
_voiceChannelResources = voiceChannelResources;
_voiceUpdateStatesCpu = voiceUpdateStatesCpu;
_voiceUpdateStatesDsp = voiceUpdateStatesDsp;
_voiceCount = voiceCount;
}
/// <summary>
/// Get the total voice count.
/// </summary>
/// <returns>The total voice count.</returns>
public uint GetCount()
{
return _voiceCount;
}
/// <summary>
/// Get a reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.</returns>
public ref VoiceChannelResource GetChannelResource(int id)
{
return ref SpanIOHelper.GetFromMemory(_voiceChannelResources, id, _voiceCount);
}
/// <summary>
/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used when updating the server state.</remarks>
public Memory<VoiceUpdateState> GetUpdateStateForCpu(int id)
{
return SpanIOHelper.GetMemory(_voiceUpdateStatesCpu, id, _voiceCount);
}
/// <summary>
/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
public Memory<VoiceUpdateState> GetUpdateStateForDsp(int id)
{
return SpanIOHelper.GetMemory(_voiceUpdateStatesDsp, id, _voiceCount);
}
/// <summary>
/// Get a reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.</returns>
public ref VoiceState GetState(int id)
{
return ref SpanIOHelper.GetFromMemory(_voices, id, _voiceCount);
}
public ref VoiceState GetSortedState(int id)
{
Debug.Assert(id >= 0 && id < _voiceCount);
return ref GetState(_sortedVoices.Span[id]);
}
/// <summary>
/// Update internal state during command generation.
/// </summary>
public void UpdateForCommandGeneration()
{
_voiceUpdateStatesDsp.CopyTo(_voiceUpdateStatesCpu);
}
/// <summary>
/// Sort the internal voices by priority and sorting order (if the priorities match).
/// </summary>
public void Sort()
{
for (int i = 0; i < _voiceCount; i++)
{
_sortedVoices.Span[i] = i;
}
int[] sortedVoicesTemp = _sortedVoices.Slice(0, (int)GetCount()).ToArray();
Array.Sort(sortedVoicesTemp, (a, b) =>
{
ref VoiceState aState = ref GetState(a);
ref VoiceState bState = ref GetState(b);
int result = aState.Priority.CompareTo(bState.Priority);
if (result == 0)
{
return aState.SortingOrder.CompareTo(bState.SortingOrder);
}
return result;
});
sortedVoicesTemp.AsSpan().CopyTo(_sortedVoices.Span);
}
}
}