forked from Mirror/Ryujinx
a389dd59bd
* 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.
167 lines
5.7 KiB
C#
167 lines
5.7 KiB
C#
//
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// Copyright (c) 2019-2020 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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namespace Ryujinx.Audio.Renderer
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{
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/// <summary>
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/// Define constants used by the Audio Renderer.
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/// </summary>
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public static class RendererConstants
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{
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/// <summary>
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/// The maximum number of channels supported. (6 channels for 5.1 surround)
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/// </summary>
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public const int ChannelCountMax = 6;
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/// <summary>
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/// The maximum number of channels supported per voice.
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/// </summary>
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public const int VoiceChannelCountMax = ChannelCountMax;
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/// <summary>
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/// The max count of mix buffer supported per operations (volumes, mix effect, ...)
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/// </summary>
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public const int MixBufferCountMax = 24;
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/// <summary>
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/// The max count of wavebuffer per voice.
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/// </summary>
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public const int VoiceWaveBufferCount = 4;
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/// <summary>
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/// The max count of biquad filter per voice.
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/// </summary>
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public const int VoiceBiquadFilterCount = 2;
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/// <summary>
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/// The lowest priority that a voice can have.
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/// </summary>
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public const int VoiceLowestPriority = 0xFF;
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/// <summary>
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/// The highest priority that a voice can have.
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/// </summary>
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/// <remarks>Voices with the highest priority will not be dropped if a voice drop needs to occur.</remarks>
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public const int VoiceHighestPriority = 0;
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/// <summary>
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/// Max <see cref="Common.BehaviourParameter.ErrorInfo"/> that can be returned by <see cref="Parameter.BehaviourErrorInfoOutStatus"/>.
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/// </summary>
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public const int MaxErrorInfos = 10;
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/// <summary>
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/// Default alignment for buffers.
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/// </summary>
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public const int BufferAlignment = 0x40;
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/// <summary>
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/// Alignment required for the work buffer.
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/// </summary>
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public const int WorkBufferAlignment = 0x1000;
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/// <summary>
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/// Alignment required for every performance metrics frame.
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/// </summary>
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public const int PerformanceMetricsPerFramesSizeAlignment = 0x100;
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/// <summary>
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/// The id of the final mix.
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/// </summary>
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public const int FinalMixId = 0;
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/// <summary>
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/// The id defining an unused mix id.
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/// </summary>
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public const int UnusedMixId = int.MaxValue;
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/// <summary>
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/// The id defining an unused splitter id as a signed integer.
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/// </summary>
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public const int UnusedSplitterIdInt = -1;
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/// <summary>
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/// The id defining an unused splitter id.
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/// </summary>
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public const uint UnusedSplitterId = uint.MaxValue;
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/// <summary>
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/// The id of invalid/unused node id.
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/// </summary>
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public const int InvalidNodeId = -268435456;
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/// <summary>
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/// The indice considered invalid for processing order.
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/// </summary>
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public const int InvalidProcessingOrder = -1;
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/// <summary>
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/// The max number of audio renderer sessions allowed to be created system wide.
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/// </summary>
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public const int AudioRendererSessionCountMax = 2;
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/// <summary>
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/// The target sample rate of the audio renderer. (48kHz)
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/// </summary>
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public const uint TargetSampleRate = 48000;
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/// <summary>
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/// The target sample size of the audio renderer. (PCM16)
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/// </summary>
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public const int TargetSampleSize = sizeof(ushort);
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/// <summary>
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/// The target sample count per audio renderer update.
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/// </summary>
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public const int TargetSampleCount = 240;
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/// <summary>
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/// The size of an upsampler entry to process upsampling to <see cref="TargetSampleRate"/>.
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/// </summary>
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public const int UpSampleEntrySize = TargetSampleCount * VoiceChannelCountMax;
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/// <summary>
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/// The target audio latency computed from <see cref="TargetSampleRate"/> and <see cref="TargetSampleCount"/>.
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/// </summary>
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public const int AudioProcessorMaxUpdateTimeTarget = 1000000000 / ((int)TargetSampleRate / TargetSampleCount); // 5.00 ms
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/// <summary>
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/// The max update time of the DSP on original hardware.
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/// </summary>
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public const int AudioProcessorMaxUpdateTime = 5760000; // 5.76 ms
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/// <summary>
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/// The max update time per audio renderer session.
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/// </summary>
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public const int AudioProcessorMaxUpdateTimePerSessions = AudioProcessorMaxUpdateTime / AudioRendererSessionCountMax;
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/// <summary>
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/// Guest timer frequency used for system ticks.
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/// </summary>
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public const int TargetTimerFrequency = 19200000;
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/// <summary>
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/// The default coefficients used for standard 5.1 surround to stereo downmixing.
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/// </summary>
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public static float[] DefaultSurroundToStereoCoefficients = new float[4]
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{
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1.0f,
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0.707f,
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0.251f,
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0.707f,
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};
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}
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}
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