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jinx/Ryujinx.Audio/Constants.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

192 lines
6.6 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/>.
//
namespace Ryujinx.Audio
{
/// <summary>
/// Define constants used by the audio system.
/// </summary>
public static class Constants
{
/// <summary>
/// The default device output name.
/// </summary>
public const string DefaultDeviceOutputName = "DeviceOut";
/// <summary>
/// The default device input name.
/// </summary>
public const string DefaultDeviceInputName = "BuiltInHeadset";
/// <summary>
/// The maximum number of channels supported. (6 channels for 5.1 surround)
/// </summary>
public const int ChannelCountMax = 6;
/// <summary>
/// The maximum number of channels supported per voice.
/// </summary>
public const int VoiceChannelCountMax = ChannelCountMax;
/// <summary>
/// The maximum count of mix buffer supported per operations (volumes, mix effect, ...)
/// </summary>
public const int MixBufferCountMax = 24;
/// <summary>
/// The maximum count of wavebuffer per voice.
/// </summary>
public const int VoiceWaveBufferCount = 4;
/// <summary>
/// The maximum count of biquad filter per voice.
/// </summary>
public const int VoiceBiquadFilterCount = 2;
/// <summary>
/// The lowest priority that a voice can have.
/// </summary>
public const int VoiceLowestPriority = 0xFF;
/// <summary>
/// The highest priority that a voice can have.
/// </summary>
/// <remarks>Voices with the highest priority will not be dropped if a voice drop needs to occur.</remarks>
public const int VoiceHighestPriority = 0;
/// <summary>
/// Maximum <see cref="Common.BehaviourParameter.ErrorInfo"/> that can be returned by <see cref="Parameter.BehaviourErrorInfoOutStatus"/>.
/// </summary>
public const int MaxErrorInfos = 10;
/// <summary>
/// Default alignment for buffers.
/// </summary>
public const int BufferAlignment = 0x40;
/// <summary>
/// Alignment required for the work buffer.
/// </summary>
public const int WorkBufferAlignment = 0x1000;
/// <summary>
/// Alignment required for every performance metrics frame.
/// </summary>
public const int PerformanceMetricsPerFramesSizeAlignment = 0x100;
/// <summary>
/// The id of the final mix.
/// </summary>
public const int FinalMixId = 0;
/// <summary>
/// The id defining an unused mix id.
/// </summary>
public const int UnusedMixId = int.MaxValue;
/// <summary>
/// The id defining an unused splitter id as a signed integer.
/// </summary>
public const int UnusedSplitterIdInt = -1;
/// <summary>
/// The id defining an unused splitter id.
/// </summary>
public const uint UnusedSplitterId = uint.MaxValue;
/// <summary>
/// The id of invalid/unused node id.
/// </summary>
public const int InvalidNodeId = -268435456;
/// <summary>
/// The indice considered invalid for processing order.
/// </summary>
public const int InvalidProcessingOrder = -1;
/// <summary>
/// The maximum number of audio renderer sessions allowed to be created system wide.
/// </summary>
public const int AudioRendererSessionCountMax = 2;
/// <summary>
/// The maximum number of audio output sessions allowed to be created system wide.
/// </summary>
public const int AudioOutSessionCountMax = 12;
/// <summary>
/// The maximum number of audio input sessions allowed to be created system wide.
/// </summary>
public const int AudioInSessionCountMax = 4;
/// <summary>
/// Maximum buffers supported by one audio device session.
/// </summary>
public const int AudioDeviceBufferCountMax = 32;
/// <summary>
/// The target sample rate of the audio renderer. (48kHz)
/// </summary>
public const uint TargetSampleRate = 48000;
/// <summary>
/// The target sample size of the audio renderer. (PCM16)
/// </summary>
public const int TargetSampleSize = sizeof(ushort);
/// <summary>
/// The target sample count per audio renderer update.
/// </summary>
public const int TargetSampleCount = 240;
/// <summary>
/// The size of an upsampler entry to process upsampling to <see cref="TargetSampleRate"/>.
/// </summary>
public const int UpSampleEntrySize = TargetSampleCount * VoiceChannelCountMax;
/// <summary>
/// The target audio latency computed from <see cref="TargetSampleRate"/> and <see cref="TargetSampleCount"/>.
/// </summary>
public const int AudioProcessorMaxUpdateTimeTarget = 1000000000 / ((int)TargetSampleRate / TargetSampleCount); // 5.00 ms
/// <summary>
/// The maximum update time of the DSP on original hardware.
/// </summary>
public const int AudioProcessorMaxUpdateTime = 5760000; // 5.76 ms
/// <summary>
/// The maximum update time per audio renderer session.
/// </summary>
public const int AudioProcessorMaxUpdateTimePerSessions = AudioProcessorMaxUpdateTime / AudioRendererSessionCountMax;
/// <summary>
/// Guest timer frequency used for system ticks.
/// </summary>
public const int TargetTimerFrequency = 19200000;
/// <summary>
/// The default coefficients used for standard 5.1 surround to stereo downmixing.
/// </summary>
public static float[] DefaultSurroundToStereoCoefficients = new float[4]
{
1.0f,
0.707f,
0.251f,
0.707f,
};
}
}