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https://github.com/Ryujinx/Ryujinx.git
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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
119 lines
4 KiB
C#
119 lines
4 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.Renderer.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using System.Diagnostics;
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using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
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namespace Ryujinx.Audio.Renderer.Server.Sink
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{
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/// <summary>
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/// Base class used for server information of a sink.
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/// </summary>
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public class BaseSink
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{
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/// <summary>
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/// The type of this <see cref="BaseSink"/>.
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/// </summary>
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public SinkType Type;
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/// <summary>
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/// Set to true if the sink is used.
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/// </summary>
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public bool IsUsed;
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/// <summary>
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/// Set to true if the sink need to be skipped because of invalid state.
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/// </summary>
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public bool ShouldSkip;
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/// <summary>
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/// The node id of the sink.
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/// </summary>
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public int NodeId;
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/// <summary>
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/// Create a new <see cref="BaseSink"/>.
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/// </summary>
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public BaseSink()
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{
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CleanUp();
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}
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/// <summary>
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/// Clean up the internal state of the <see cref="BaseSink"/>.
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/// </summary>
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public virtual void CleanUp()
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{
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Type = TargetSinkType;
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IsUsed = false;
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ShouldSkip = false;
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}
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/// <summary>
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/// The target <see cref="SinkType"/> handled by this <see cref="BaseSink"/>.
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/// </summary>
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public virtual SinkType TargetSinkType => SinkType.Invalid;
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/// <summary>
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/// Check if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.
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/// </summary>
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/// <param name="parameter">The user parameter.</param>
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/// <returns>Return true, if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.</returns>
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public bool IsTypeValid(ref SinkInParameter parameter)
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{
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return parameter.Type == TargetSinkType;
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}
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/// <summary>
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/// Update the <see cref="BaseSink"/> state during command generation.
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/// </summary>
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public virtual void UpdateForCommandGeneration()
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{
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Debug.Assert(Type == TargetSinkType);
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}
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/// <summary>
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/// Update the internal common parameters from user parameter.
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/// </summary>
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/// <param name="parameter">The user parameter.</param>
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protected void UpdateStandardParameter(ref SinkInParameter parameter)
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{
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if (IsUsed != parameter.IsUsed)
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{
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IsUsed = parameter.IsUsed;
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NodeId = parameter.NodeId;
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}
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}
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/// <summary>
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/// Update the internal state from user parameter.
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/// </summary>
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/// <param name="errorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
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/// <param name="parameter">The user parameter.</param>
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/// <param name="outStatus">The user output status.</param>
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/// <param name="mapper">The mapper to use.</param>
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public virtual void Update(out ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
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{
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Debug.Assert(IsTypeValid(ref parameter));
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errorInfo = new ErrorInfo();
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}
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}
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}
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