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jinx/Ryujinx.HLE/HOS/Services/Audio/AudioOutManager/IAudioOut.cs
Mary 5b26e4ef94
Misc audio fixes (#1348)
Changes:

    Implement software surround downmixing (fix #796).
    Fix a crash when no audio renderer were created when stopping emulation.

NOTE: This PR also disable support of 5.1 surround on the OpenAL backend as we cannot detect if the hardware directly support it. (the downmixing applied by OpenAL on Windows is terribly slow)
2020-08-18 21:03:55 +02:00

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5.9 KiB
C#

using Ryujinx.Audio;
using Ryujinx.Cpu;
using Ryujinx.HLE.HOS.Ipc;
using Ryujinx.HLE.HOS.Kernel.Common;
using Ryujinx.HLE.HOS.Kernel.Threading;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.HLE.HOS.Services.Audio.AudioOutManager
{
class IAudioOut : IpcService, IDisposable
{
private IAalOutput _audioOut;
private KEvent _releaseEvent;
private int _track;
public IAudioOut(IAalOutput audioOut, KEvent releaseEvent, int track)
{
_audioOut = audioOut;
_releaseEvent = releaseEvent;
_track = track;
}
[Command(0)]
// GetAudioOutState() -> u32 state
public ResultCode GetAudioOutState(ServiceCtx context)
{
context.ResponseData.Write((int)_audioOut.GetState(_track));
return ResultCode.Success;
}
[Command(1)]
// StartAudioOut()
public ResultCode StartAudioOut(ServiceCtx context)
{
_audioOut.Start(_track);
return ResultCode.Success;
}
[Command(2)]
// StopAudioOut()
public ResultCode StopAudioOut(ServiceCtx context)
{
_audioOut.Stop(_track);
return ResultCode.Success;
}
[Command(3)]
// AppendAudioOutBuffer(u64 tag, buffer<nn::audio::AudioOutBuffer, 5>)
public ResultCode AppendAudioOutBuffer(ServiceCtx context)
{
return AppendAudioOutBufferImpl(context, context.Request.SendBuff[0].Position);
}
[Command(4)]
// RegisterBufferEvent() -> handle<copy>
public ResultCode RegisterBufferEvent(ServiceCtx context)
{
if (context.Process.HandleTable.GenerateHandle(_releaseEvent.ReadableEvent, out int handle) != KernelResult.Success)
{
throw new InvalidOperationException("Out of handles!");
}
context.Response.HandleDesc = IpcHandleDesc.MakeCopy(handle);
return ResultCode.Success;
}
[Command(5)]
// GetReleasedAudioOutBuffer() -> (u32 count, buffer<nn::audio::AudioOutBuffer, 6>)
public ResultCode GetReleasedAudioOutBuffer(ServiceCtx context)
{
long position = context.Request.ReceiveBuff[0].Position;
long size = context.Request.ReceiveBuff[0].Size;
return GetReleasedAudioOutBufferImpl(context, position, size);
}
[Command(6)]
// ContainsAudioOutBuffer(u64 tag) -> b8
public ResultCode ContainsAudioOutBuffer(ServiceCtx context)
{
long tag = context.RequestData.ReadInt64();
context.ResponseData.Write(_audioOut.ContainsBuffer(_track, tag) ? 1 : 0);
return 0;
}
[Command(7)] // 3.0.0+
// AppendAudioOutBufferAuto(u64 tag, buffer<nn::audio::AudioOutBuffer, 0x21>)
public ResultCode AppendAudioOutBufferAuto(ServiceCtx context)
{
(long position, long size) = context.Request.GetBufferType0x21();
return AppendAudioOutBufferImpl(context, position);
}
public ResultCode AppendAudioOutBufferImpl(ServiceCtx context, long position)
{
long tag = context.RequestData.ReadInt64();
AudioOutData data = MemoryHelper.Read<AudioOutData>(
context.Memory,
position);
// NOTE: Assume PCM16 all the time, change if new format are found.
short[] buffer = new short[data.SampleBufferSize / sizeof(short)];
context.Memory.Read((ulong)data.SampleBufferPtr, MemoryMarshal.Cast<short, byte>(buffer));
_audioOut.AppendBuffer(_track, tag, buffer);
return ResultCode.Success;
}
[Command(8)] // 3.0.0+
// GetReleasedAudioOutBufferAuto() -> (u32 count, buffer<nn::audio::AudioOutBuffer, 0x22>)
public ResultCode GetReleasedAudioOutBufferAuto(ServiceCtx context)
{
(long position, long size) = context.Request.GetBufferType0x22();
return GetReleasedAudioOutBufferImpl(context, position, size);
}
public ResultCode GetReleasedAudioOutBufferImpl(ServiceCtx context, long position, long size)
{
uint count = (uint)((ulong)size >> 3);
long[] releasedBuffers = _audioOut.GetReleasedBuffers(_track, (int)count);
for (uint index = 0; index < count; index++)
{
long tag = 0;
if (index < releasedBuffers.Length)
{
tag = releasedBuffers[index];
}
context.Memory.Write((ulong)(position + index * 8), tag);
}
context.ResponseData.Write(releasedBuffers.Length);
return ResultCode.Success;
}
[Command(12)] // 6.0.0+
// SetAudioOutVolume(s32)
public ResultCode SetAudioOutVolume(ServiceCtx context)
{
// Games send a gain value here, so we need to apply it on the current volume value.
float gain = context.RequestData.ReadSingle();
float currentVolume = _audioOut.GetVolume();
float newVolume = Math.Clamp(currentVolume + gain, 0.0f, 1.0f);
_audioOut.SetVolume(newVolume);
return ResultCode.Success;
}
[Command(13)] // 6.0.0+
// GetAudioOutVolume() -> s32
public ResultCode GetAudioOutVolume(ServiceCtx context)
{
float volume = _audioOut.GetVolume();
context.ResponseData.Write(volume);
return ResultCode.Success;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_audioOut.CloseTrack(_track);
}
}
}
}