Archived
1
0
Fork 0
forked from Mirror/Ryujinx
This repository has been archived on 2024-10-11. You can view files and clone it, but cannot push or open issues or pull requests.
jinx/Ryujinx.Audio.Renderer/Common/VoiceUpdateState.cs
Mary a389dd59bd
Amadeus: Final Act (#1481)
* 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.
2020-08-17 22:49:37 -03:00

121 lines
4.5 KiB
C#

//
// Copyright (c) 2019-2020 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.Dsp.State;
using Ryujinx.Common.Memory;
using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Represent the update state of a voice.
/// </summary>
/// <remarks>This is shared between the server and audio processor.</remarks>
[StructLayout(LayoutKind.Sequential, Pack = Align)]
public struct VoiceUpdateState
{
public const int Align = 0x10;
public const int BiquadStateOffset = 0x0;
public const int BiquadStateSize = 0x10;
/// <summary>
/// The state of the biquad filters of this voice.
/// </summary>
public Array2<BiquadFilterState> BiquadFilterState;
/// <summary>
/// The total amount of samples that was played.
/// </summary>
/// <remarks>This is reset to 0 when a <see cref="WaveBuffer"/> finishes playing and <see cref="WaveBuffer.IsEndOfStream"/> is set.</remarks>
/// <remarks>This is reset to 0 when looping while <see cref="Parameter.VoiceInParameter.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks>
public ulong PlayedSampleCount;
/// <summary>
/// The current sample offset in the <see cref="WaveBuffer"/> pointed by <see cref="WaveBufferIndex"/>.
/// </summary>
public int Offset;
/// <summary>
/// The current index of the <see cref="WaveBuffer"/> in use.
/// </summary>
public uint WaveBufferIndex;
private WaveBufferValidArray _isWaveBufferValid;
/// <summary>
/// The total amount of <see cref="WaveBuffer"/> consumed.
/// </summary>
public uint WaveBufferConsumed;
/// <summary>
/// Pitch used for Sample Rate Conversion.
/// </summary>
public Array8<short> Pitch;
public float Fraction;
/// <summary>
/// The ADPCM loop context when <see cref="SampleFormat.Adpcm"/> is in use.
/// </summary>
public AdpcmLoopContext LoopContext;
/// <summary>
/// The last samples after a mix ramp.
/// </summary>
/// <remarks>This is used for depop (to perform voice drop).</remarks>
public Array24<float> LastSamples;
/// <summary>
/// The current count of loop performed.
/// </summary>
public int LoopCount;
[StructLayout(LayoutKind.Sequential, Size = 1 * RendererConstants.VoiceWaveBufferCount, Pack = 1)]
private struct WaveBufferValidArray { }
/// <summary>
/// Contains information of <see cref="WaveBuffer"/> validity.
/// </summary>
public Span<bool> IsWaveBufferValid => SpanHelpers.AsSpan<WaveBufferValidArray, bool>(ref _isWaveBufferValid);
/// <summary>
/// Mark the current <see cref="WaveBuffer"/> as played and switch to the next one.
/// </summary>
/// <param name="waveBuffer">The current <see cref="WaveBuffer"/></param>
/// <param name="waveBufferIndex">The wavebuffer index.</param>
/// <param name="waveBufferConsumed">The amount of wavebuffers consumed.</param>
/// <param name="playedSampleCount">The total count of sample played.</param>
public void MarkEndOfBufferWaveBufferProcessing(ref WaveBuffer waveBuffer, ref int waveBufferIndex, ref uint waveBufferConsumed, ref ulong playedSampleCount)
{
IsWaveBufferValid[waveBufferIndex++] = false;
LoopCount = 0;
waveBufferConsumed++;
if (waveBufferIndex >= RendererConstants.VoiceWaveBufferCount)
{
waveBufferIndex = 0;
}
if (waveBuffer.IsEndOfStream)
{
playedSampleCount = 0;
}
}
}
}