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jinx/Ryujinx.Audio/Renderer/Server/Effect/ReverbEffect.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

102 lines
3.3 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.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Server state for a reverberation effect.
/// </summary>
public class ReverbEffect : BaseEffect
{
/// <summary>
/// The reverberation parameter.
/// </summary>
public ReverbParameter Parameter;
/// <summary>
/// The reverberation state.
/// </summary>
public Memory<ReverbState> State { get; }
/// <summary>
/// Create a new <see cref="ReverbEffect"/>.
/// </summary>
public ReverbEffect()
{
State = new ReverbState[1];
}
public override EffectType TargetEffectType => EffectType.Reverb;
public override ulong GetWorkBuffer(int index)
{
return GetSingleBuffer();
}
public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
{
Debug.Assert(IsTypeValid(ref parameter));
ref ReverbParameter reverbParameter = ref MemoryMarshal.Cast<byte, ReverbParameter>(parameter.SpecificData)[0];
updateErrorInfo = new BehaviourParameter.ErrorInfo();
if (reverbParameter.IsChannelCountMaxValid())
{
UpdateParameterBase(ref parameter);
UsageState oldParameterStatus = Parameter.Status;
Parameter = reverbParameter;
if (reverbParameter.IsChannelCountValid())
{
IsEnabled = parameter.IsEnabled;
if (oldParameterStatus != UsageState.Enabled)
{
Parameter.Status = oldParameterStatus;
}
if (BufferUnmapped || parameter.IsNew)
{
UsageState = UsageState.New;
Parameter.Status = UsageState.Invalid;
BufferUnmapped = !mapper.TryAttachBuffer(out updateErrorInfo, ref WorkBuffers[0], parameter.BufferBase, parameter.BufferSize);
}
}
}
}
public override void UpdateForCommandGeneration()
{
UpdateUsageStateForCommandGeneration();
Parameter.Status = UsageState.Enabled;
}
}
}