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
103 lines
3.3 KiB
C#
103 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.Common.Utilities;
|
|
using System;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Parameter
|
|
{
|
|
/// <summary>
|
|
/// Input information for an effect.
|
|
/// </summary>
|
|
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
|
public struct EffectInParameter
|
|
{
|
|
/// <summary>
|
|
/// Type of the effect.
|
|
/// </summary>
|
|
public EffectType Type;
|
|
|
|
/// <summary>
|
|
/// Set to true if the effect is new.
|
|
/// </summary>
|
|
[MarshalAs(UnmanagedType.I1)]
|
|
public bool IsNew;
|
|
|
|
/// <summary>
|
|
/// Set to true if the effect must be active.
|
|
/// </summary>
|
|
[MarshalAs(UnmanagedType.I1)]
|
|
public bool IsEnabled;
|
|
|
|
/// <summary>
|
|
/// Reserved/padding.
|
|
/// </summary>
|
|
private byte _reserved1;
|
|
|
|
/// <summary>
|
|
/// The target mix id of the effect.
|
|
/// </summary>
|
|
public int MixId;
|
|
|
|
/// <summary>
|
|
/// Address of the processing workbuffer.
|
|
/// </summary>
|
|
/// <remarks>This is additional data that could be required by the effect processing.</remarks>
|
|
public ulong BufferBase;
|
|
|
|
/// <summary>
|
|
/// Size of the processing workbuffer.
|
|
/// </summary>
|
|
/// <remarks>This is additional data that could be required by the effect processing.</remarks>
|
|
public ulong BufferSize;
|
|
|
|
/// <summary>
|
|
/// Position of the effect while processing effects.
|
|
/// </summary>
|
|
public uint ProcessingOrder;
|
|
|
|
/// <summary>
|
|
/// Reserved/padding.
|
|
/// </summary>
|
|
private uint _reserved2;
|
|
|
|
/// <summary>
|
|
/// Specific data storage.
|
|
/// </summary>
|
|
private SpecificDataStruct _specificDataStart;
|
|
|
|
[StructLayout(LayoutKind.Sequential, Size = 0xA0, Pack = 1)]
|
|
private struct SpecificDataStruct { }
|
|
|
|
/// <summary>
|
|
/// Specific data changing depending of the <see cref="Type"/>. See also the <see cref="Effect"/> namespace.
|
|
/// </summary>
|
|
public Span<byte> SpecificData => SpanHelpers.AsSpan<SpecificDataStruct, byte>(ref _specificDataStart);
|
|
|
|
/// <summary>
|
|
/// Check if the given channel count is valid.
|
|
/// </summary>
|
|
/// <param name="channelCount">The channel count to check</param>
|
|
/// <returns>Returns true if the channel count is valid.</returns>
|
|
public static bool IsChannelCountValid(int channelCount)
|
|
{
|
|
return channelCount == 1 || channelCount == 2 || channelCount == 4 || channelCount == 6;
|
|
}
|
|
}
|
|
}
|