forked from Mirror/Ryujinx
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
80 lines
2.6 KiB
C#
80 lines
2.6 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 System;
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namespace Ryujinx.Audio.Renderer.Server.Upsampler
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{
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/// <summary>
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/// Server state for a upsampling.
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/// </summary>
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public class UpsamplerState
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{
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/// <summary>
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/// The output buffer containing the target samples.
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/// </summary>
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public Memory<float> OutputBuffer { get; }
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/// <summary>
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/// The target sample count.
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/// </summary>
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public uint SampleCount { get; }
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/// <summary>
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/// The index of the <see cref="UpsamplerState"/>. (used to free it)
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/// </summary>
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private int _index;
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/// <summary>
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/// The <see cref="UpsamplerManager"/>.
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/// </summary>
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private UpsamplerManager _manager;
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/// <summary>
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/// The source sample count.
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/// </summary>
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public uint SourceSampleCount;
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/// <summary>
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/// The input buffer indices of the buffers holding the samples that need upsampling.
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/// </summary>
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public ushort[] InputBufferIndices;
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/// <summary>
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/// Create a new <see cref="UpsamplerState"/>.
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/// </summary>
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/// <param name="manager">The upsampler manager.</param>
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/// <param name="index">The index of the <see cref="UpsamplerState"/>. (used to free it)</param>
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/// <param name="outputBuffer">The output buffer used to contain the target samples.</param>
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/// <param name="sampleCount">The target sample count.</param>
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public UpsamplerState(UpsamplerManager manager, int index, Memory<float> outputBuffer, uint sampleCount)
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{
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_manager = manager;
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_index = index;
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OutputBuffer = outputBuffer;
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SampleCount = sampleCount;
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}
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/// <summary>
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/// Release the <see cref="UpsamplerState"/>.
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/// </summary>
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public void Release()
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{
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_manager.Free(_index);
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}
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}
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}
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