pineapple-src/src/audio_core/sink/sink_stream.h

225 lines
5.7 KiB
C
Raw Normal View History

2022-07-07 07:40:51 +00:00
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <memory>
#include <vector>
#include "audio_core/common/common.h"
#include "common/common_types.h"
namespace AudioCore::Sink {
enum class StreamType {
Render,
Out,
In,
};
struct SinkBuffer {
u64 frames;
u64 frames_played;
u64 tag;
bool consumed;
};
/**
* Contains a real backend stream for outputting samples to hardware,
* created only via a Sink (See Sink::AcquireSinkStream).
*
* Accepts a SinkBuffer and samples in PCM16 format to be output (see AppendBuffer).
* Appended buffers act as a FIFO queue, and will be held until played.
* You should regularly call IsBufferConsumed with the unique SinkBuffer tag to check if the buffer
* has been consumed.
*
* Since these are a FIFO queue, always check IsBufferConsumed in the same order you appended the
* buffers, skipping a buffer will result in all following buffers to never release.
*
* If the buffers appear to be stuck, you can stop and re-open an IAudioIn/IAudioOut service (this
* is what games do), or call ClearQueue to flush all of the buffers without a full restart.
*/
class SinkStream {
public:
virtual ~SinkStream() = default;
/**
* Finalize the sink stream.
*/
virtual void Finalize() = 0;
/**
* Start the sink stream.
*
* @param resume - Set to true if this is resuming the stream a previously-active stream.
* Default false.
*/
virtual void Start(bool resume = false) = 0;
/**
* Stop the sink stream.
*/
virtual void Stop() = 0;
/**
* Append a new buffer and its samples to a waiting queue to play.
*
* @param buffer - Audio buffer information to be queued.
* @param samples - The s16 samples to be queue for playback.
*/
virtual void AppendBuffer(SinkBuffer& buffer, std::vector<s16>& samples) = 0;
/**
* Release a buffer. Audio In only, will fill a buffer with recorded samples.
*
* @param num_samples - Maximum number of samples to receive.
* @return Vector of recorded samples. May have fewer than num_samples.
*/
virtual std::vector<s16> ReleaseBuffer(u64 num_samples) = 0;
/**
* Check if a certain buffer has been consumed (fully played).
*
* @param tag - Unique tag of a buffer to check for.
* @return True if the buffer has been played, otherwise false.
*/
virtual bool IsBufferConsumed(u64 tag) = 0;
/**
* Empty out the buffer queue.
*/
virtual void ClearQueue() = 0;
/**
* Check if the stream is paused.
*
* @return True if paused, otherwise false.
*/
bool IsPaused() {
return paused;
}
/**
* Get the number of system channels in this stream.
*
* @return Number of system channels.
*/
u32 GetSystemChannels() const {
return system_channels;
}
/**
* Set the number of channels the system expects.
*
* @param channels - New number of system channels.
*/
void SetSystemChannels(u32 channels) {
system_channels = channels;
}
/**
* Get the number of channels the hardware supports.
*
* @return Number of channels supported.
*/
u32 GetDeviceChannels() const {
return device_channels;
}
/**
* Get the total number of samples played by this stream.
*
* @return Number of samples played.
*/
u64 GetPlayedSampleCount() const {
return played_sample_count;
}
/**
* Set the number of samples played.
* This is started and stopped on system start/stop.
*
* @param played_sample_count_ - Number of samples to set.
*/
void SetPlayedSampleCount(u64 played_sample_count_) {
played_sample_count = played_sample_count_;
}
/**
* Add to the played sample count.
*
* @param num_samples - Number of samples to add.
*/
void AddPlayedSampleCount(u64 num_samples) {
played_sample_count += num_samples;
}
/**
* Get the system volume.
*
* @return The current system volume.
*/
f32 GetSystemVolume() const {
return system_volume;
}
/**
* Get the device volume.
*
* @return The current device volume.
*/
f32 GetDeviceVolume() const {
return device_volume;
}
/**
* Set the system volume.
*
* @param volume_ - The new system volume.
*/
void SetSystemVolume(f32 volume_) {
system_volume = volume_;
}
/**
* Set the device volume.
*
* @param volume_ - The new device volume.
*/
void SetDeviceVolume(f32 volume_) {
device_volume = volume_;
}
/**
* Get the number of queued audio buffers.
*
* @return The number of queued buffers.
*/
u32 GetQueueSize() {
return queued_buffers.load();
}
protected:
/// Number of buffers waiting to be played
std::atomic<u32> queued_buffers{};
/// Total samples played by this stream
std::atomic<u64> played_sample_count{};
/// Set by the audio render/in/out system which uses this stream
f32 system_volume{1.0f};
/// Set via IAudioDevice service calls
f32 device_volume{1.0f};
/// Set by the audio render/in/out systen which uses this stream
u32 system_channels{2};
/// Channels supported by hardware
u32 device_channels{2};
/// Is this stream currently paused?
std::atomic<bool> paused{true};
/// Was this stream previously playing?
std::atomic<bool> was_playing{false};
};
using SinkStreamPtr = std::unique_ptr<SinkStream>;
} // namespace AudioCore::Sink