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
96 lines
2.9 KiB
C#
96 lines
2.9 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Integration;
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using Ryujinx.Memory;
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using System.Threading;
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using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
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namespace Ryujinx.Audio.Backends.Dummy
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{
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public class DummyHardwareDeviceDriver : IHardwareDeviceDriver
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{
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private ManualResetEvent _updateRequiredEvent;
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public DummyHardwareDeviceDriver()
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{
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_updateRequiredEvent = new ManualResetEvent(false);
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}
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public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
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{
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if (sampleRate == 0)
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{
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sampleRate = Constants.TargetSampleRate;
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}
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if (channelCount == 0)
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{
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channelCount = 2;
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}
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if (direction == Direction.Output)
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{
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return new DummyHardwareDeviceSessionOutput(this, memoryManager, sampleFormat, sampleRate, channelCount);
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}
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else
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{
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return new DummyHardwareDeviceSessionInput(this, memoryManager, sampleFormat, sampleRate, channelCount);
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}
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}
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public ManualResetEvent GetUpdateRequiredEvent()
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{
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return _updateRequiredEvent;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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// NOTE: The _updateRequiredEvent will be disposed somewhere else.
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}
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}
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public bool SupportsSampleRate(uint sampleRate)
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{
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return true;
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}
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public bool SupportsSampleFormat(SampleFormat sampleFormat)
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{
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return true;
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}
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public bool SupportsDirection(Direction direction)
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{
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return direction == Direction.Output || direction == Direction.Input;
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}
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public bool SupportsChannelCount(uint channelCount)
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{
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return channelCount == 1 || channelCount == 2 || channelCount == 6;
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}
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}
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}
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