R/Ryujinx.Audio/Renderer/Parameter/AudioRendererConfiguration.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00

116 lines
4 KiB
C#

//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Server.Types;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Audio Renderer user configuration.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct AudioRendererConfiguration
{
/// <summary>
/// The target sample rate of the user.
/// </summary>
/// <remarks>Only 32000Hz and 48000Hz are considered valid, other sample rates will cause undefined behaviour.</remarks>
public uint SampleRate;
/// <summary>
/// The target sample count per <see cref="Dsp.AudioProcessor"/> updates.
/// </summary>
public uint SampleCount;
/// <summary>
/// The maximum mix buffer count.
/// </summary>
public uint MixBufferCount;
/// <summary>
/// The maximum amount of sub mixes that could be used by the user.
/// </summary>
public uint SubMixBufferCount;
/// <summary>
/// The maximum amount of voices that could be used by the user.
/// </summary>
public uint VoiceCount;
/// <summary>
/// The maximum amount of sinks that could be used by the user.
/// </summary>
public uint SinkCount;
/// <summary>
/// The maximum amount of effects that could be used by the user.
/// </summary>
public uint EffectCount;
/// <summary>
/// The maximum amount of performance metric frames that could be used by the user.
/// </summary>
public uint PerformanceMetricFramesCount;
/// <summary>
/// Set to true if the user allows the <see cref="Server.AudioRenderSystem"/> to drop voices.
/// </summary>
/// <seealso cref="Server.AudioRenderSystem.ComputeVoiceDrop(Server.CommandBuffer, long, long)"/>
[MarshalAs(UnmanagedType.I1)]
public bool VoiceDropEnabled;
/// <summary>
/// Reserved/unused
/// </summary>
private byte _reserved;
/// <summary>
/// The target rendering device.
/// </summary>
/// <remarks>Must be <see cref="AudioRendererRenderingDevice.Dsp"/></remarks>
public AudioRendererRenderingDevice RenderingDevice;
/// <summary>
/// The target execution mode.
/// </summary>
/// <remarks>Must be <see cref="AudioRendererExecutionMode.Auto"/></remarks>
public AudioRendererExecutionMode ExecutionMode;
/// <summary>
/// The maximum amount of splitters that could be used by the user.
/// </summary>
public uint SplitterCount;
/// <summary>
/// The maximum amount of splitters destinations that could be used by the user.
/// </summary>
public uint SplitterDestinationCount;
/// <summary>
/// The size of the external context.
/// </summary>
/// <remarks>This is a leftover of the old "codec" interface system that was present between 1.0.0 and 3.0.0. This was entirely removed from the server side with REV8.</remarks>
public uint ExternalContextSize;
/// <summary>
/// The user audio revision
/// </summary>
/// <seealso cref="Server.BehaviourContext"/>
public int Revision;
}
}