mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-30 16:40:15 +00:00
eee639d6ba
* .NET Core 3.0 is here!
* Remove IMemoryManager.cs and its references.
* Add T Math/F.FusedMultiplyAdd(T, T, T). Nits.
* Nit.
* Update appveyor.yml
* Revert "Resolve Visual Studio build issues"
This reverts commit 1772128ce0
.
* Update SvcTable.cs
199 lines
No EOL
5.4 KiB
C#
199 lines
No EOL
5.4 KiB
C#
using ARMeilleure.Memory;
|
|
using Ryujinx.Audio.Adpcm;
|
|
using System;
|
|
|
|
namespace Ryujinx.HLE.HOS.Services.Audio.AudioRendererManager
|
|
{
|
|
class VoiceContext
|
|
{
|
|
private bool _acquired;
|
|
private bool _bufferReload;
|
|
|
|
private int _resamplerFracPart;
|
|
|
|
private int _bufferIndex;
|
|
private int _offset;
|
|
|
|
public int SampleRate { get; set; }
|
|
public int ChannelsCount { get; set; }
|
|
|
|
public float Volume { get; set; }
|
|
|
|
public PlayState PlayState { get; set; }
|
|
|
|
public SampleFormat SampleFormat { get; set; }
|
|
|
|
public AdpcmDecoderContext AdpcmCtx { get; set; }
|
|
|
|
public WaveBuffer[] WaveBuffers { get; }
|
|
|
|
public WaveBuffer CurrentWaveBuffer => WaveBuffers[_bufferIndex];
|
|
|
|
private VoiceOut _outStatus;
|
|
|
|
public VoiceOut OutStatus => _outStatus;
|
|
|
|
private int[] _samples;
|
|
|
|
public bool Playing => _acquired && PlayState == PlayState.Playing;
|
|
|
|
public VoiceContext()
|
|
{
|
|
WaveBuffers = new WaveBuffer[4];
|
|
}
|
|
|
|
public void SetAcquireState(bool newState)
|
|
{
|
|
if (_acquired && !newState)
|
|
{
|
|
// Release.
|
|
Reset();
|
|
}
|
|
|
|
_acquired = newState;
|
|
}
|
|
|
|
private void Reset()
|
|
{
|
|
_bufferReload = true;
|
|
|
|
_bufferIndex = 0;
|
|
_offset = 0;
|
|
|
|
_outStatus.PlayedSamplesCount = 0;
|
|
_outStatus.PlayedWaveBuffersCount = 0;
|
|
_outStatus.VoiceDropsCount = 0;
|
|
}
|
|
|
|
public int[] GetBufferData(MemoryManager memory, int maxSamples, out int samplesCount)
|
|
{
|
|
if (!Playing)
|
|
{
|
|
samplesCount = 0;
|
|
|
|
return null;
|
|
}
|
|
|
|
if (_bufferReload)
|
|
{
|
|
_bufferReload = false;
|
|
|
|
UpdateBuffer(memory);
|
|
}
|
|
|
|
WaveBuffer wb = WaveBuffers[_bufferIndex];
|
|
|
|
int maxSize = _samples.Length - _offset;
|
|
|
|
int size = maxSamples * AudioRendererConsts.HostChannelsCount;
|
|
|
|
if (size > maxSize)
|
|
{
|
|
size = maxSize;
|
|
}
|
|
|
|
int[] output = new int[size];
|
|
|
|
Array.Copy(_samples, _offset, output, 0, size);
|
|
|
|
samplesCount = size / AudioRendererConsts.HostChannelsCount;
|
|
|
|
_outStatus.PlayedSamplesCount += samplesCount;
|
|
|
|
_offset += size;
|
|
|
|
if (_offset == _samples.Length)
|
|
{
|
|
_offset = 0;
|
|
|
|
if (wb.Looping == 0)
|
|
{
|
|
SetBufferIndex((_bufferIndex + 1) & 3);
|
|
}
|
|
|
|
_outStatus.PlayedWaveBuffersCount++;
|
|
|
|
if (wb.LastBuffer != 0)
|
|
{
|
|
PlayState = PlayState.Paused;
|
|
}
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
private void UpdateBuffer(MemoryManager memory)
|
|
{
|
|
// TODO: Implement conversion for formats other
|
|
// than interleaved stereo (2 channels).
|
|
// As of now, it assumes that HostChannelsCount == 2.
|
|
WaveBuffer wb = WaveBuffers[_bufferIndex];
|
|
|
|
if (wb.Position == 0)
|
|
{
|
|
_samples = new int[0];
|
|
|
|
return;
|
|
}
|
|
|
|
if (SampleFormat == SampleFormat.PcmInt16)
|
|
{
|
|
int samplesCount = (int)(wb.Size / (sizeof(short) * ChannelsCount));
|
|
|
|
_samples = new int[samplesCount * AudioRendererConsts.HostChannelsCount];
|
|
|
|
if (ChannelsCount == 1)
|
|
{
|
|
for (int index = 0; index < samplesCount; index++)
|
|
{
|
|
short sample = memory.ReadInt16(wb.Position + index * 2);
|
|
|
|
_samples[index * 2 + 0] = sample;
|
|
_samples[index * 2 + 1] = sample;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int index = 0; index < samplesCount * 2; index++)
|
|
{
|
|
_samples[index] = memory.ReadInt16(wb.Position + index * 2);
|
|
}
|
|
}
|
|
}
|
|
else if (SampleFormat == SampleFormat.Adpcm)
|
|
{
|
|
byte[] buffer = memory.ReadBytes(wb.Position, wb.Size);
|
|
|
|
_samples = AdpcmDecoder.Decode(buffer, AdpcmCtx);
|
|
}
|
|
else
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
if (SampleRate != AudioRendererConsts.HostSampleRate)
|
|
{
|
|
// TODO: We should keep the frames being discarded (see the 4 below)
|
|
// on a buffer and include it on the next samples buffer, to allow
|
|
// the resampler to do seamless interpolation between wave buffers.
|
|
int samplesCount = _samples.Length / AudioRendererConsts.HostChannelsCount;
|
|
|
|
samplesCount = Math.Max(samplesCount - 4, 0);
|
|
|
|
_samples = Resampler.Resample2Ch(
|
|
_samples,
|
|
SampleRate,
|
|
AudioRendererConsts.HostSampleRate,
|
|
samplesCount,
|
|
ref _resamplerFracPart);
|
|
}
|
|
}
|
|
|
|
public void SetBufferIndex(int index)
|
|
{
|
|
_bufferIndex = index & 3;
|
|
|
|
_bufferReload = true;
|
|
}
|
|
}
|
|
} |