RyuKen/Ryujinx.Audio/Renderer/Dsp/PcmHelper.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

95 lines
3.3 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.Runtime.CompilerServices;
namespace Ryujinx.Audio.Renderer.Dsp
{
public static class PcmHelper
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int GetCountToDecode(int startSampleOffset, int endSampleOffset, int offset, int count)
{
return Math.Min(count, endSampleOffset - startSampleOffset - offset);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ulong GetBufferOffset<T>(int startSampleOffset, int offset, int channelCount) where T : unmanaged
{
return (ulong)(Unsafe.SizeOf<T>() * channelCount * (startSampleOffset + offset));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int GetBufferSize<T>(int startSampleOffset, int endSampleOffset, int offset, int count) where T : unmanaged
{
return GetCountToDecode(startSampleOffset, endSampleOffset, offset, count) * Unsafe.SizeOf<T>();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int Decode(Span<short> output, ReadOnlySpan<short> input, int startSampleOffset, int endSampleOffset, int channelIndex, int channelCount)
{
if (input.IsEmpty || endSampleOffset < startSampleOffset)
{
return 0;
}
int decodedCount = input.Length / channelCount;
for (int i = 0; i < decodedCount; i++)
{
output[i] = input[i * channelCount + channelIndex];
}
return decodedCount;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int Decode(Span<short> output, ReadOnlySpan<float> input, int startSampleOffset, int endSampleOffset, int channelIndex, int channelCount)
{
if (input.IsEmpty || endSampleOffset < startSampleOffset)
{
return 0;
}
int decodedCount = input.Length / channelCount;
for (int i = 0; i < decodedCount; i++)
{
output[i] = (short)(input[i * channelCount + channelIndex] * short.MaxValue);
}
return decodedCount;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static short Saturate(float value)
{
if (value > short.MaxValue)
{
return short.MaxValue;
}
if (value < short.MinValue)
{
return short.MinValue;
}
return (short)value;
}
}
}