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jinx/Ryujinx.Audio/Renderer/Utils/FileHardwareDevice.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

105 lines
3.1 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.Integration;
using System;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
namespace Ryujinx.Audio.Renderer.Utils
{
/// <summary>
/// A <see cref="IHardwareDevice"/> that outputs to a wav file.
/// </summary>
public class FileHardwareDevice : IHardwareDevice
{
private FileStream _stream;
private uint _channelCount;
private uint _sampleRate;
private const int HeaderSize = 44;
public FileHardwareDevice(string path, uint channelCount, uint sampleRate)
{
_stream = File.OpenWrite(path);
_channelCount = channelCount;
_sampleRate = sampleRate;
_stream.Seek(HeaderSize, SeekOrigin.Begin);
}
private void UpdateHeader()
{
var writer = new BinaryWriter(_stream);
long currentPos = writer.Seek(0, SeekOrigin.Current);
writer.Seek(0, SeekOrigin.Begin);
writer.Write(Encoding.ASCII.GetBytes("RIFF"));
writer.Write((int)(writer.BaseStream.Length - 8));
writer.Write(Encoding.ASCII.GetBytes("WAVE"));
writer.Write(Encoding.ASCII.GetBytes("fmt "));
writer.Write(16);
writer.Write((short)1);
writer.Write((short)GetChannelCount());
writer.Write(GetSampleRate());
writer.Write(GetSampleRate() * GetChannelCount() * sizeof(short));
writer.Write((short)(GetChannelCount() * sizeof(short)));
writer.Write((short)(sizeof(short) * 8));
writer.Write(Encoding.ASCII.GetBytes("data"));
writer.Write((int)(writer.BaseStream.Length - HeaderSize));
writer.Seek((int)currentPos, SeekOrigin.Begin);
}
public void AppendBuffer(ReadOnlySpan<short> data, uint channelCount)
{
_stream.Write(MemoryMarshal.Cast<short, byte>(data));
UpdateHeader();
_stream.Flush();
}
public uint GetChannelCount()
{
return _channelCount;
}
public uint GetSampleRate()
{
return _sampleRate;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_stream?.Flush();
_stream?.Dispose();
_stream = null;
}
}
}
}