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jinx/Ryujinx.Audio.Backends.OpenAL/OpenALHardwareDeviceDriver.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

170 lines
4.5 KiB
C#

using OpenTK.Audio;
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Integration;
using Ryujinx.Memory;
using System;
using System.Collections.Generic;
using System.Threading;
using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
namespace Ryujinx.Audio.Backends.OpenAL
{
public class OpenALHardwareDeviceDriver : IHardwareDeviceDriver
{
private object _lock = new object();
private AudioContext _context;
private ManualResetEvent _updateRequiredEvent;
private List<OpenALHardwareDeviceSession> _sessions;
private bool _stillRunning;
private Thread _updaterThread;
public OpenALHardwareDeviceDriver()
{
_context = new AudioContext();
_updateRequiredEvent = new ManualResetEvent(false);
_sessions = new List<OpenALHardwareDeviceSession>();
_stillRunning = true;
_updaterThread = new Thread(Update)
{
Name = "HardwareDeviceDriver.OpenAL"
};
_updaterThread.Start();
}
public static bool IsSupported
{
get
{
try
{
return AudioContext.AvailableDevices.Count > 0;
}
catch
{
return false;
}
}
}
public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
{
if (channelCount == 0)
{
channelCount = 2;
}
if (sampleRate == 0)
{
sampleRate = Constants.TargetSampleRate;
}
if (direction != Direction.Output)
{
throw new ArgumentException($"{direction}");
}
else if (!SupportsChannelCount(channelCount))
{
throw new ArgumentException($"{channelCount}");
}
lock (_lock)
{
OpenALHardwareDeviceSession session = new OpenALHardwareDeviceSession(this, memoryManager, sampleFormat, sampleRate, channelCount);
_sessions.Add(session);
return session;
}
}
internal void Unregister(OpenALHardwareDeviceSession session)
{
lock (_lock)
{
_sessions.Remove(session);
}
}
public ManualResetEvent GetUpdateRequiredEvent()
{
return _updateRequiredEvent;
}
private void Update()
{
while (_stillRunning)
{
bool updateRequired = false;
lock (_lock)
{
foreach (OpenALHardwareDeviceSession session in _sessions)
{
if (session.Update())
{
updateRequired = true;
}
}
}
if (updateRequired)
{
_updateRequiredEvent.Set();
}
// If it's not slept it will waste cycles.
Thread.Sleep(10);
}
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
lock (_lock)
{
_stillRunning = false;
_updaterThread.Join();
// Loop against all sessions to dispose them (they will unregister themself)
while (_sessions.Count > 0)
{
OpenALHardwareDeviceSession session = _sessions[0];
session.Dispose();
}
}
_context.Dispose();
}
}
public bool SupportsSampleRate(uint sampleRate)
{
return true;
}
public bool SupportsSampleFormat(SampleFormat sampleFormat)
{
return true;
}
public bool SupportsChannelCount(uint channelCount)
{
return channelCount == 1 || channelCount == 2 || channelCount == 6;
}
public bool SupportsDirection(Direction direction)
{
return direction == Direction.Output;
}
}
}