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jinx/Ryujinx.Audio/Integration/IHardwareDevice.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

60 lines
2.1 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 System;
using System.Diagnostics;
namespace Ryujinx.Audio.Integration
{
/// <summary>
/// Represent an hardware device used in <see cref="Renderer.Dsp.Command.DeviceSinkCommand"/>
/// </summary>
public interface IHardwareDevice : IDisposable
{
/// <summary>
/// Get the supported sample rate of this device.
/// </summary>
/// <returns>The supported sample rate of this device.</returns>
uint GetSampleRate();
/// <summary>
/// Get the channel count supported by this device.
/// </summary>
/// <returns>The channel count supported by this device.</returns>
uint GetChannelCount();
/// <summary>
/// Appends new PCM16 samples to the device.
/// </summary>
/// <param name="data">The new PCM16 samples.</param>
/// <param name="channelCount">The number of channels.</param>
void AppendBuffer(ReadOnlySpan<short> data, uint channelCount);
/// <summary>
/// Check if the audio renderer needs to perform downmixing.
/// </summary>
/// <returns>True if downmixing is needed.</returns>
public bool NeedDownmixing()
{
uint channelCount = GetChannelCount();
Debug.Assert(channelCount > 0 && channelCount <= Constants.ChannelCountMax);
return channelCount != Constants.ChannelCountMax;
}
}
}