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jinx/Ryujinx.Audio/Renderer/Parameter/Sink/DeviceParameter.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

75 lines
2.3 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.Common.Memory;
using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter.Sink
{
/// <summary>
/// <see cref="SinkInParameter.SpecificData"/> for <see cref="Common.SinkType.Device"/>.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct DeviceParameter
{
/// <summary>
/// Device name storage.
/// </summary>
private DeviceNameStruct _deviceName;
/// <summary>
/// Reserved/padding.
/// </summary>
private byte _padding;
/// <summary>
/// The total count of channels to output to the device.
/// </summary>
public uint InputCount;
/// <summary>
/// The input channels index that will be used.
/// </summary>
public Array6<byte> Input;
/// <summary>
/// Reserved/padding.
/// </summary>
private byte _reserved;
/// <summary>
/// Set to true if the user controls Surround to Stereo downmixing coefficients.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool DownMixParameterEnabled;
/// <summary>
/// The user Surround to Stereo downmixing coefficients.
/// </summary>
public Array4<float> DownMixParameter;
[StructLayout(LayoutKind.Sequential, Size = 0xFF, Pack = 1)]
private struct DeviceNameStruct { }
/// <summary>
/// The output device name.
/// </summary>
public Span<byte> DeviceName => SpanHelpers.AsSpan<DeviceNameStruct, byte>(ref _deviceName);
}
}