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
716 lines
28 KiB
C#
716 lines
28 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.Common;
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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 Ryujinx.Common.Memory;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
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using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter;
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namespace Ryujinx.Audio.Renderer.Server.Voice
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{
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[StructLayout(LayoutKind.Sequential, Pack = Alignment)]
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public struct VoiceState
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{
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public const int Alignment = 0x10;
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/// <summary>
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/// Set to true if the voice is used.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool InUse;
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/// <summary>
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/// Set to true if the voice is new.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsNew;
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[MarshalAs(UnmanagedType.I1)]
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public bool WasPlaying;
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/// <summary>
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/// The <see cref="SampleFormat"/> of the voice.
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/// </summary>
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public SampleFormat SampleFormat;
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/// <summary>
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/// The sample rate of the voice.
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// The total channel count used.
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/// </summary>
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public uint ChannelsCount;
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/// <summary>
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/// Id of the voice.
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/// </summary>
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public int Id;
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/// <summary>
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/// Node id of the voice.
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/// </summary>
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public int NodeId;
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/// <summary>
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/// The target mix id of the voice.
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/// </summary>
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public int MixId;
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/// <summary>
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/// The current voice <see cref="Types.PlayState"/>.
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/// </summary>
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public Types.PlayState PlayState;
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/// <summary>
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/// The previous voice <see cref="Types.PlayState"/>.
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/// </summary>
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public Types.PlayState PreviousPlayState;
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/// <summary>
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/// The priority of the voice.
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/// </summary>
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public uint Priority;
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/// <summary>
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/// Target sorting position of the voice. (used to sort voice with the same <see cref="Priority"/>)
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/// </summary>
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public uint SortingOrder;
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/// <summary>
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/// The pitch used on the voice.
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/// </summary>
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public float Pitch;
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/// <summary>
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/// The output volume of the voice.
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/// </summary>
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public float Volume;
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/// <summary>
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/// The previous output volume of the voice.
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/// </summary>
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public float PreviousVolume;
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/// <summary>
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/// Biquad filters to apply to the output of the voice.
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/// </summary>
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public Array2<BiquadFilterParameter> BiquadFilters;
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/// <summary>
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/// Total count of <see cref="WaveBufferInternal"/> of the voice.
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/// </summary>
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public uint WaveBuffersCount;
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/// <summary>
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/// Current playing <see cref="WaveBufferInternal"/> of the voice.
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/// </summary>
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public uint WaveBuffersIndex;
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/// <summary>
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/// Change the behaviour of the voice.
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/// </summary>
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/// <remarks>This was added on REV5.</remarks>
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public DecodingBehaviour DecodingBehaviour;
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/// <summary>
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/// User state <see cref="AddressInfo"/> required by the data source.
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/// </summary>
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/// <remarks>Only used for <see cref="SampleFormat.Adpcm"/> as the GC-ADPCM coefficients.</remarks>
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public AddressInfo DataSourceStateAddressInfo;
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/// <summary>
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/// The wavebuffers of this voice.
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/// </summary>
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public Array4<WaveBuffer> WaveBuffers;
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/// <summary>
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/// The channel resource ids associated to the voice.
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/// </summary>
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public Array6<int> ChannelResourceIds;
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/// <summary>
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/// The target splitter id of the voice.
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/// </summary>
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public uint SplitterId;
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/// <summary>
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/// Change the Sample Rate Conversion (SRC) quality of the voice.
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/// </summary>
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/// <remarks>This was added on REV8.</remarks>
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public SampleRateConversionQuality SrcQuality;
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/// <summary>
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/// If set to true, the voice was dropped.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool VoiceDropFlag;
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/// <summary>
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/// Set to true if the data source state work buffer wasn't mapped.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool DataSourceStateUnmapped;
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/// <summary>
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/// Set to true if any of the <see cref="WaveBuffer.BufferAddressInfo"/> work buffer wasn't mapped.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool BufferInfoUnmapped;
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/// <summary>
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/// The biquad filter initialization state storage.
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/// </summary>
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private BiquadFilterNeedInitializationArrayStruct _biquadFilterNeedInitialization;
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/// <summary>
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/// Flush the amount of wavebuffer specified. This will result in the wavebuffer being skipped and marked played.
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/// </summary>
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/// <remarks>This was added on REV5.</remarks>
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public byte FlushWaveBufferCount;
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[StructLayout(LayoutKind.Sequential, Size = Constants.VoiceBiquadFilterCount)]
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private struct BiquadFilterNeedInitializationArrayStruct { }
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/// <summary>
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/// The biquad filter initialization state array.
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/// </summary>
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public Span<bool> BiquadFilterNeedInitialization => SpanHelpers.AsSpan<BiquadFilterNeedInitializationArrayStruct, bool>(ref _biquadFilterNeedInitialization);
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/// <summary>
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/// Initialize the <see cref="VoiceState"/>.
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/// </summary>
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public void Initialize()
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{
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IsNew = false;
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VoiceDropFlag = false;
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DataSourceStateUnmapped = false;
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BufferInfoUnmapped = false;
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FlushWaveBufferCount = 0;
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PlayState = Types.PlayState.Stopped;
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Priority = Constants.VoiceLowestPriority;
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Id = 0;
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NodeId = 0;
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SampleRate = 0;
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SampleFormat = SampleFormat.Invalid;
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ChannelsCount = 0;
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Pitch = 0.0f;
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Volume= 0.0f;
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PreviousVolume = 0.0f;
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BiquadFilters.ToSpan().Fill(new BiquadFilterParameter());
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WaveBuffersCount = 0;
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WaveBuffersIndex = 0;
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MixId = Constants.UnusedMixId;
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SplitterId = Constants.UnusedSplitterId;
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DataSourceStateAddressInfo.Setup(0, 0);
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InitializeWaveBuffers();
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}
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/// <summary>
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/// Initialize the <see cref="WaveBuffer"/> in this <see cref="VoiceState"/>.
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/// </summary>
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private void InitializeWaveBuffers()
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{
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for (int i = 0; i < WaveBuffers.Length; i++)
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{
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WaveBuffers[i].StartSampleOffset = 0;
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WaveBuffers[i].EndSampleOffset = 0;
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WaveBuffers[i].ShouldLoop = false;
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WaveBuffers[i].IsEndOfStream = false;
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WaveBuffers[i].BufferAddressInfo.Setup(0, 0);
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WaveBuffers[i].ContextAddressInfo.Setup(0, 0);
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WaveBuffers[i].IsSendToAudioProcessor = true;
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}
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}
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/// <summary>
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/// Check if the voice needs to be skipped.
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/// </summary>
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/// <returns>Returns true if the voice needs to be skipped.</returns>
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public bool ShouldSkip()
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{
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return !InUse || WaveBuffersCount == 0 || DataSourceStateUnmapped || BufferInfoUnmapped || VoiceDropFlag;
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}
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/// <summary>
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/// Return true if the mix has any destinations.
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/// </summary>
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/// <returns>True if the mix has any destinations.</returns>
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public bool HasAnyDestination()
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{
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return MixId != Constants.UnusedMixId || SplitterId != Constants.UnusedSplitterId;
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}
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/// <summary>
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/// Indicate if the server voice information needs to be updated.
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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 server voice information needs to be updated.</returns>
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private bool ShouldUpdateParameters(ref VoiceInParameter parameter)
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{
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if (DataSourceStateAddressInfo.CpuAddress == parameter.DataSourceStateAddress)
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{
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return DataSourceStateAddressInfo.Size != parameter.DataSourceStateSize;
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}
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return DataSourceStateAddressInfo.CpuAddress != parameter.DataSourceStateAddress ||
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DataSourceStateAddressInfo.Size != parameter.DataSourceStateSize ||
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DataSourceStateUnmapped;
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}
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/// <summary>
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/// Update the internal state from a user parameter.
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/// </summary>
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/// <param name="outErrorInfo">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="poolMapper">The mapper to use.</param>
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/// <param name="behaviourContext">The behaviour context.</param>
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public void UpdateParameters(out ErrorInfo outErrorInfo, ref VoiceInParameter parameter, ref PoolMapper poolMapper, ref BehaviourContext behaviourContext)
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{
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InUse = parameter.InUse;
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Id = parameter.Id;
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NodeId = parameter.NodeId;
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UpdatePlayState(parameter.PlayState);
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SrcQuality = parameter.SrcQuality;
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Priority = parameter.Priority;
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SortingOrder = parameter.SortingOrder;
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SampleRate = parameter.SampleRate;
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SampleFormat = parameter.SampleFormat;
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ChannelsCount = parameter.ChannelCount;
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Pitch = parameter.Pitch;
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Volume = parameter.Volume;
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parameter.BiquadFilters.ToSpan().CopyTo(BiquadFilters.ToSpan());
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WaveBuffersCount = parameter.WaveBuffersCount;
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WaveBuffersIndex = parameter.WaveBuffersIndex;
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if (behaviourContext.IsFlushVoiceWaveBuffersSupported())
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{
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FlushWaveBufferCount += parameter.FlushWaveBufferCount;
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}
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MixId = parameter.MixId;
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if (behaviourContext.IsSplitterSupported())
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{
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SplitterId = parameter.SplitterId;
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}
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else
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{
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SplitterId = Constants.UnusedSplitterId;
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}
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parameter.ChannelResourceIds.ToSpan().CopyTo(ChannelResourceIds.ToSpan());
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DecodingBehaviour behaviour = DecodingBehaviour.Default;
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if (behaviourContext.IsDecodingBehaviourFlagSupported())
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{
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behaviour = parameter.DecodingBehaviourFlags;
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}
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DecodingBehaviour = behaviour;
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if (parameter.ResetVoiceDropFlag)
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{
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VoiceDropFlag = false;
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}
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if (ShouldUpdateParameters(ref parameter))
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{
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DataSourceStateUnmapped = !poolMapper.TryAttachBuffer(out outErrorInfo, ref DataSourceStateAddressInfo, parameter.DataSourceStateAddress, parameter.DataSourceStateSize);
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}
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else
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{
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outErrorInfo = new ErrorInfo();
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}
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}
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/// <summary>
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/// Update the internal play state from user play state.
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/// </summary>
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/// <param name="userPlayState">The target user play state.</param>
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public void UpdatePlayState(PlayState userPlayState)
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{
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Types.PlayState oldServerPlayState = PlayState;
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PreviousPlayState = oldServerPlayState;
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Types.PlayState newServerPlayState;
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switch (userPlayState)
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{
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case Common.PlayState.Start:
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newServerPlayState = Types.PlayState.Started;
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break;
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case Common.PlayState.Stop:
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if (oldServerPlayState == Types.PlayState.Stopped)
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{
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return;
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}
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newServerPlayState = Types.PlayState.Stopping;
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break;
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case Common.PlayState.Pause:
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newServerPlayState = Types.PlayState.Paused;
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break;
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default:
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throw new NotImplementedException($"Unhandled PlayState.{userPlayState}");
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}
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PlayState = newServerPlayState;
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}
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/// <summary>
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/// Write the status of the voice to the given user output.
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/// </summary>
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/// <param name="outStatus">The given user output.</param>
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/// <param name="parameter">The user parameter.</param>
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/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
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public void WriteOutStatus(ref VoiceOutStatus outStatus, ref VoiceInParameter parameter, Memory<VoiceUpdateState>[] voiceUpdateStates)
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{
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#if DEBUG
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// Sanity check in debug mode of the internal state
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if (!parameter.IsNew && !IsNew)
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{
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for (int i = 1; i < ChannelsCount; i++)
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{
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ref VoiceUpdateState stateA = ref voiceUpdateStates[i - 1].Span[0];
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ref VoiceUpdateState stateB = ref voiceUpdateStates[i].Span[0];
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Debug.Assert(stateA.WaveBufferConsumed == stateB.WaveBufferConsumed);
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Debug.Assert(stateA.PlayedSampleCount == stateB.PlayedSampleCount);
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Debug.Assert(stateA.Offset == stateB.Offset);
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Debug.Assert(stateA.WaveBufferIndex == stateB.WaveBufferIndex);
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Debug.Assert(stateA.Fraction == stateB.Fraction);
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Debug.Assert(stateA.IsWaveBufferValid.SequenceEqual(stateB.IsWaveBufferValid));
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}
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}
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#endif
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if (parameter.IsNew || IsNew)
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{
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IsNew = true;
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outStatus.VoiceDropFlag = false;
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outStatus.PlayedWaveBuffersCount = 0;
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outStatus.PlayedSampleCount = 0;
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}
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else
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{
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ref VoiceUpdateState state = ref voiceUpdateStates[0].Span[0];
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outStatus.VoiceDropFlag = VoiceDropFlag;
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outStatus.PlayedWaveBuffersCount = state.WaveBufferConsumed;
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outStatus.PlayedSampleCount = state.PlayedSampleCount;
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}
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}
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/// <summary>
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/// Update the internal state of all the <see cref="WaveBuffer"/> of the <see cref="VoiceState"/>.
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/// </summary>
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/// <param name="errorInfos">An array of <see cref="ErrorInfo"/> used to report errors when mapping any of the <see cref="WaveBuffer"/>.</param>
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/// <param name="parameter">The user parameter.</param>
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/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
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/// <param name="mapper">The mapper to use.</param>
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/// <param name="behaviourContext">The behaviour context.</param>
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public void UpdateWaveBuffers(out ErrorInfo[] errorInfos, ref VoiceInParameter parameter, Memory<VoiceUpdateState>[] voiceUpdateStates, ref PoolMapper mapper, ref BehaviourContext behaviourContext)
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{
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errorInfos = new ErrorInfo[Constants.VoiceWaveBufferCount * 2];
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if (parameter.IsNew)
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{
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InitializeWaveBuffers();
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for (int i = 0; i < parameter.ChannelCount; i++)
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{
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voiceUpdateStates[i].Span[0].IsWaveBufferValid.Fill(false);
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}
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}
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ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[0].Span[0];
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for (int i = 0; i < Constants.VoiceWaveBufferCount; i++)
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{
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UpdateWaveBuffer(errorInfos.AsSpan().Slice(i * 2, 2), ref WaveBuffers[i], ref parameter.WaveBuffers[i], parameter.SampleFormat, voiceUpdateState.IsWaveBufferValid[i], ref mapper, ref behaviourContext);
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}
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}
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/// <summary>
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/// Update the internal state of one of the <see cref="WaveBuffer"/> of the <see cref="VoiceState"/>.
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/// </summary>
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/// <param name="errorInfos">A <see cref="Span{ErrorInfo}"/> used to report errors when mapping the <see cref="WaveBuffer"/>.</param>
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/// <param name="waveBuffer">The <see cref="WaveBuffer"/> to update.</param>
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/// <param name="inputWaveBuffer">The <see cref="WaveBufferInternal"/> from the user input.</param>
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/// <param name="sampleFormat">The <see cref="SampleFormat"/> from the user input.</param>
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/// <param name="isValid">If set to true, the server side wavebuffer is considered valid.</param>
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/// <param name="mapper">The mapper to use.</param>
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/// <param name="behaviourContext">The behaviour context.</param>
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private void UpdateWaveBuffer(Span<ErrorInfo> errorInfos, ref WaveBuffer waveBuffer, ref WaveBufferInternal inputWaveBuffer, SampleFormat sampleFormat, bool isValid, ref PoolMapper mapper, ref BehaviourContext behaviourContext)
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{
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if (!isValid && waveBuffer.IsSendToAudioProcessor && waveBuffer.BufferAddressInfo.CpuAddress != 0)
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{
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mapper.ForceUnmap(ref waveBuffer.BufferAddressInfo);
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waveBuffer.BufferAddressInfo.Setup(0, 0);
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}
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if (!inputWaveBuffer.SentToServer || BufferInfoUnmapped)
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{
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if (inputWaveBuffer.IsSampleOffsetValid(sampleFormat))
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{
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Debug.Assert(waveBuffer.IsSendToAudioProcessor);
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waveBuffer.IsSendToAudioProcessor = false;
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waveBuffer.StartSampleOffset = inputWaveBuffer.StartSampleOffset;
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waveBuffer.EndSampleOffset = inputWaveBuffer.EndSampleOffset;
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waveBuffer.ShouldLoop = inputWaveBuffer.ShouldLoop;
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waveBuffer.IsEndOfStream = inputWaveBuffer.IsEndOfStream;
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waveBuffer.LoopStartSampleOffset = inputWaveBuffer.LoopFirstSampleOffset;
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waveBuffer.LoopEndSampleOffset = inputWaveBuffer.LoopLastSampleOffset;
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waveBuffer.LoopCount = inputWaveBuffer.LoopCount;
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BufferInfoUnmapped = !mapper.TryAttachBuffer(out ErrorInfo bufferInfoError, ref waveBuffer.BufferAddressInfo, inputWaveBuffer.Address, inputWaveBuffer.Size);
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errorInfos[0] = bufferInfoError;
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if (sampleFormat == SampleFormat.Adpcm && behaviourContext.IsAdpcmLoopContextBugFixed() && inputWaveBuffer.ContextAddress != 0)
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{
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bool adpcmLoopContextMapped = mapper.TryAttachBuffer(out ErrorInfo adpcmLoopContextInfoError,
|
|
ref waveBuffer.ContextAddressInfo,
|
|
inputWaveBuffer.ContextAddress,
|
|
inputWaveBuffer.ContextSize);
|
|
|
|
errorInfos[1] = adpcmLoopContextInfoError;
|
|
|
|
if (adpcmLoopContextMapped)
|
|
{
|
|
BufferInfoUnmapped = DataSourceStateUnmapped;
|
|
}
|
|
else
|
|
{
|
|
BufferInfoUnmapped = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
waveBuffer.ContextAddressInfo.Setup(0, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
errorInfos[0].ErrorCode = ResultCode.InvalidAddressInfo;
|
|
errorInfos[0].ExtraErrorInfo = inputWaveBuffer.Address;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reset the resources associated to this <see cref="VoiceState"/>.
|
|
/// </summary>
|
|
/// <param name="context">The voice context.</param>
|
|
private void ResetResources(VoiceContext context)
|
|
{
|
|
for (int i = 0; i < ChannelsCount; i++)
|
|
{
|
|
int channelResourceId = ChannelResourceIds[i];
|
|
|
|
ref VoiceChannelResource voiceChannelResource = ref context.GetChannelResource(channelResourceId);
|
|
|
|
Debug.Assert(voiceChannelResource.IsUsed);
|
|
|
|
Memory<VoiceUpdateState> dspSharedState = context.GetUpdateStateForDsp(channelResourceId);
|
|
|
|
MemoryMarshal.Cast<VoiceUpdateState, byte>(dspSharedState.Span).Fill(0);
|
|
|
|
voiceChannelResource.UpdateState();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flush a certain amount of <see cref="WaveBuffer"/>.
|
|
/// </summary>
|
|
/// <param name="waveBufferCount">The amount of wavebuffer to flush.</param>
|
|
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
|
|
/// <param name="channelCount">The channel count from user input.</param>
|
|
private void FlushWaveBuffers(uint waveBufferCount, Memory<VoiceUpdateState>[] voiceUpdateStates, uint channelCount)
|
|
{
|
|
uint waveBufferIndex = WaveBuffersIndex;
|
|
|
|
for (int i = 0; i < waveBufferCount; i++)
|
|
{
|
|
WaveBuffers[(int)waveBufferIndex].IsSendToAudioProcessor = true;
|
|
|
|
for (int j = 0; j < channelCount; j++)
|
|
{
|
|
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[j].Span[0];
|
|
|
|
voiceUpdateState.WaveBufferIndex = (voiceUpdateState.WaveBufferIndex + 1) % Constants.VoiceWaveBufferCount;
|
|
voiceUpdateState.WaveBufferConsumed++;
|
|
voiceUpdateState.IsWaveBufferValid[(int)waveBufferIndex] = false;
|
|
}
|
|
|
|
waveBufferIndex = (waveBufferIndex + 1) % Constants.VoiceWaveBufferCount;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the internal parameters for command generation.
|
|
/// </summary>
|
|
/// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param>
|
|
/// <returns>Return true if this voice should be played.</returns>
|
|
public bool UpdateParametersForCommandGeneration(Memory<VoiceUpdateState>[] voiceUpdateStates)
|
|
{
|
|
if (FlushWaveBufferCount != 0)
|
|
{
|
|
FlushWaveBuffers(FlushWaveBufferCount, voiceUpdateStates, ChannelsCount);
|
|
|
|
FlushWaveBufferCount = 0;
|
|
}
|
|
|
|
switch (PlayState)
|
|
{
|
|
case Types.PlayState.Started:
|
|
for (int i = 0; i < WaveBuffers.Length; i++)
|
|
{
|
|
ref WaveBuffer wavebuffer = ref WaveBuffers[i];
|
|
|
|
if (!wavebuffer.IsSendToAudioProcessor)
|
|
{
|
|
for (int y = 0; y < ChannelsCount; y++)
|
|
{
|
|
Debug.Assert(!voiceUpdateStates[y].Span[0].IsWaveBufferValid[i]);
|
|
|
|
voiceUpdateStates[y].Span[0].IsWaveBufferValid[i] = true;
|
|
}
|
|
|
|
wavebuffer.IsSendToAudioProcessor = true;
|
|
}
|
|
}
|
|
|
|
WasPlaying = false;
|
|
|
|
ref VoiceUpdateState primaryVoiceUpdateState = ref voiceUpdateStates[0].Span[0];
|
|
|
|
for (int i = 0; i < primaryVoiceUpdateState.IsWaveBufferValid.Length; i++)
|
|
{
|
|
if (primaryVoiceUpdateState.IsWaveBufferValid[i])
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
case Types.PlayState.Stopping:
|
|
for (int i = 0; i < WaveBuffers.Length; i++)
|
|
{
|
|
ref WaveBuffer wavebuffer = ref WaveBuffers[i];
|
|
|
|
wavebuffer.IsSendToAudioProcessor = true;
|
|
|
|
for (int j = 0; j < ChannelsCount; j++)
|
|
{
|
|
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[j].Span[0];
|
|
|
|
if (voiceUpdateState.IsWaveBufferValid[i])
|
|
{
|
|
voiceUpdateState.WaveBufferIndex = (voiceUpdateState.WaveBufferIndex + 1) % Constants.VoiceWaveBufferCount;
|
|
voiceUpdateState.WaveBufferConsumed++;
|
|
}
|
|
|
|
voiceUpdateState.IsWaveBufferValid[i] = false;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < ChannelsCount; i++)
|
|
{
|
|
ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[i].Span[0];
|
|
|
|
voiceUpdateState.Offset = 0;
|
|
voiceUpdateState.PlayedSampleCount = 0;
|
|
voiceUpdateState.Pitch.ToSpan().Fill(0);
|
|
voiceUpdateState.Fraction = 0;
|
|
voiceUpdateState.LoopContext = new Dsp.State.AdpcmLoopContext();
|
|
}
|
|
|
|
PlayState = Types.PlayState.Stopped;
|
|
WasPlaying = PreviousPlayState == Types.PlayState.Started;
|
|
|
|
return WasPlaying;
|
|
|
|
case Types.PlayState.Stopped:
|
|
case Types.PlayState.Paused:
|
|
foreach (ref WaveBuffer wavebuffer in WaveBuffers.ToSpan())
|
|
{
|
|
wavebuffer.BufferAddressInfo.GetReference(true);
|
|
wavebuffer.ContextAddressInfo.GetReference(true);
|
|
}
|
|
|
|
if (SampleFormat == SampleFormat.Adpcm)
|
|
{
|
|
if (DataSourceStateAddressInfo.CpuAddress != 0)
|
|
{
|
|
DataSourceStateAddressInfo.GetReference(true);
|
|
}
|
|
}
|
|
|
|
WasPlaying = PreviousPlayState == Types.PlayState.Started;
|
|
|
|
return WasPlaying;
|
|
default:
|
|
throw new NotImplementedException($"{PlayState}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the internal state for command generation.
|
|
/// </summary>
|
|
/// <param name="context">The voice context.</param>
|
|
/// <returns>Return true if this voice should be played.</returns>
|
|
public bool UpdateForCommandGeneration(VoiceContext context)
|
|
{
|
|
if (IsNew)
|
|
{
|
|
ResetResources(context);
|
|
PreviousVolume = Volume;
|
|
IsNew = false;
|
|
}
|
|
|
|
Memory<VoiceUpdateState>[] voiceUpdateStates = new Memory<VoiceUpdateState>[Constants.VoiceChannelCountMax];
|
|
|
|
for (int i = 0; i < ChannelsCount; i++)
|
|
{
|
|
voiceUpdateStates[i] = context.GetUpdateStateForDsp(ChannelResourceIds[i]);
|
|
}
|
|
|
|
return UpdateParametersForCommandGeneration(voiceUpdateStates);
|
|
}
|
|
}
|
|
}
|