JinxRyu/Ryujinx.HLE/HOS/Services/Audio/AudioIn/AudioIn.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

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C#

using Ryujinx.Audio.Common;
using Ryujinx.Audio.Input;
using Ryujinx.Audio.Integration;
using Ryujinx.HLE.HOS.Kernel;
using Ryujinx.HLE.HOS.Kernel.Threading;
using Ryujinx.HLE.HOS.Services.Audio.AudioRenderer;
using System;
namespace Ryujinx.HLE.HOS.Services.Audio.AudioIn
{
class AudioIn : IAudioIn
{
private AudioInputSystem _system;
private uint _processHandle;
private KernelContext _kernelContext;
public AudioIn(AudioInputSystem system, KernelContext kernelContext, uint processHandle)
{
_system = system;
_kernelContext = kernelContext;
_processHandle = processHandle;
}
public ResultCode AppendBuffer(ulong bufferTag, ref AudioUserBuffer buffer)
{
return (ResultCode)_system.AppendBuffer(bufferTag, ref buffer);
}
public ResultCode AppendUacBuffer(ulong bufferTag, ref AudioUserBuffer buffer, uint handle)
{
return (ResultCode)_system.AppendUacBuffer(bufferTag, ref buffer, handle);
}
public bool ContainsBuffer(ulong bufferTag)
{
return _system.ContainsBuffer(bufferTag);
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_system.Dispose();
_kernelContext.Syscall.CloseHandle((int)_processHandle);
}
}
public bool FlushBuffers()
{
return _system.FlushBuffers();
}
public uint GetBufferCount()
{
return _system.GetBufferCount();
}
public ResultCode GetReleasedBuffers(Span<ulong> releasedBuffers, out uint releasedCount)
{
return (ResultCode)_system.GetReleasedBuffers(releasedBuffers, out releasedCount);
}
public AudioDeviceState GetState()
{
return _system.GetState();
}
public float GetVolume()
{
return _system.GetVolume();
}
public KEvent RegisterBufferEvent()
{
IWritableEvent outEvent = _system.RegisterBufferEvent();
if (outEvent is AudioKernelEvent)
{
return ((AudioKernelEvent)outEvent).Event;
}
else
{
throw new NotImplementedException();
}
}
public void SetVolume(float volume)
{
_system.SetVolume(volume);
}
public ResultCode Start()
{
return (ResultCode)_system.Start();
}
public ResultCode Stop()
{
return (ResultCode)_system.Stop();
}
}
}