forked from Mirror/Ryujinx
f556c80d02
* 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
89 lines
3.8 KiB
C#
89 lines
3.8 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.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp.Command
|
|
{
|
|
public class DownMixSurroundToStereoCommand : ICommand
|
|
{
|
|
public bool Enabled { get; set; }
|
|
|
|
public int NodeId { get; }
|
|
|
|
public CommandType CommandType => CommandType.DownMixSurroundToStereo;
|
|
|
|
public ulong EstimatedProcessingTime { get; set; }
|
|
|
|
public ushort[] InputBufferIndices { get; }
|
|
public ushort[] OutputBufferIndices { get; }
|
|
|
|
public float[] Coefficients { get; }
|
|
|
|
public DownMixSurroundToStereoCommand(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, ReadOnlySpan<float> downMixParameter, int nodeId)
|
|
{
|
|
Enabled = true;
|
|
NodeId = nodeId;
|
|
|
|
InputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
|
|
OutputBufferIndices = new ushort[Constants.VoiceChannelCountMax];
|
|
|
|
for (int i = 0; i < Constants.VoiceChannelCountMax; i++)
|
|
{
|
|
InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
|
|
OutputBufferIndices[i] = (ushort)(bufferOffset + outputBufferOffset[i]);
|
|
}
|
|
|
|
Coefficients = downMixParameter.ToArray();
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private static float DownMixSurroundToStereo(ReadOnlySpan<float> coefficients, float back, float lfe, float center, float front)
|
|
{
|
|
return FloatingPointHelper.RoundUp(coefficients[3] * back + coefficients[2] * lfe + coefficients[1] * center + coefficients[0] * front);
|
|
}
|
|
|
|
public void Process(CommandList context)
|
|
{
|
|
ReadOnlySpan<float> frontLeft = context.GetBuffer(InputBufferIndices[0]);
|
|
ReadOnlySpan<float> frontRight = context.GetBuffer(InputBufferIndices[1]);
|
|
ReadOnlySpan<float> frontCenter = context.GetBuffer(InputBufferIndices[2]);
|
|
ReadOnlySpan<float> lowFrequency = context.GetBuffer(InputBufferIndices[3]);
|
|
ReadOnlySpan<float> backLeft = context.GetBuffer(InputBufferIndices[4]);
|
|
ReadOnlySpan<float> backRight = context.GetBuffer(InputBufferIndices[5]);
|
|
|
|
Span<float> stereoLeft = context.GetBuffer(OutputBufferIndices[0]);
|
|
Span<float> stereoRight = context.GetBuffer(OutputBufferIndices[1]);
|
|
Span<float> unused2 = context.GetBuffer(OutputBufferIndices[2]);
|
|
Span<float> unused3 = context.GetBuffer(OutputBufferIndices[3]);
|
|
Span<float> unused4 = context.GetBuffer(OutputBufferIndices[4]);
|
|
Span<float> unused5 = context.GetBuffer(OutputBufferIndices[5]);
|
|
|
|
for (int i = 0; i < context.SampleCount; i++)
|
|
{
|
|
stereoLeft[i] = DownMixSurroundToStereo(Coefficients, backLeft[i], lowFrequency[i], frontCenter[i], frontLeft[i]);
|
|
stereoRight[i] = DownMixSurroundToStereo(Coefficients, backRight[i], lowFrequency[i], frontCenter[i], frontRight[i]);
|
|
}
|
|
|
|
unused2.Fill(0);
|
|
unused3.Fill(0);
|
|
unused4.Fill(0);
|
|
unused5.Fill(0);
|
|
}
|
|
}
|
|
}
|