ryujinx-mirror/Ryujinx.Audio/Native/libsoundio/SoundIOOutStream.cs

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Implement libsoundio as an alternative audio backend (#406) * Audio: Implement libsoundio as an alternative audio backend libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound. * Audio: Fix SoundIoRingBuffer documentation * Audio: Unroll and optimize the audio write callback Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample. * Audio: Optimize the write callback further This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned. This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size. * Audio: Fix typo in Stereo write callback * Audio: Fix Surround (5.1) audio write callback * Audio: Update Documentation * Audio: Use built-in Unsafe.SizeOf<T>() Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area. * Audio: Keep fixed buffer style consistent * Audio: Address styling nits * Audio: More style nits * Audio: Add additional documentation * Audio: Move libsoundio bindings internal As per discussion, moving the libsoundio native bindings into Ryujinx.Audio * Audio: Bump Target Framework back up to .NET Core 2.1 * Audio: Remove voice mixing optimizations. Leaves Saturation optimizations in place.
2018-11-15 02:22:50 +00:00
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
namespace SoundIOSharp
{
public class SoundIOOutStream : IDisposable
{
internal SoundIOOutStream (Pointer<SoundIoOutStream> handle)
{
this.handle = handle;
}
Pointer<SoundIoOutStream> handle;
public void Dispose ()
{
Natives.soundio_outstream_destroy (handle);
}
// Equality (based on handle)
public override bool Equals (object other)
{
var d = other as SoundIOOutStream;
return d != null && (this.handle == d.handle);
}
public override int GetHashCode ()
{
return (int)(IntPtr)handle;
}
public static bool operator == (SoundIOOutStream obj1, SoundIOOutStream obj2)
{
return (object)obj1 == null ? (object)obj2 == null : obj1.Equals (obj2);
}
public static bool operator != (SoundIOOutStream obj1, SoundIOOutStream obj2)
{
return (object)obj1 == null ? (object)obj2 != null : !obj1.Equals (obj2);
}
// fields
public SoundIODevice Device {
get { return new SoundIODevice (Marshal.ReadIntPtr (handle, device_offset)); }
}
static readonly int device_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("device");
public SoundIOFormat Format {
get { return (SoundIOFormat) Marshal.ReadInt32 (handle, format_offset); }
set { Marshal.WriteInt32 (handle, format_offset, (int) value); }
}
static readonly int format_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("format");
public int SampleRate {
get { return Marshal.ReadInt32 (handle, sample_rate_offset); }
set { Marshal.WriteInt32 (handle, sample_rate_offset, value); }
}
static readonly int sample_rate_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("sample_rate");
public SoundIOChannelLayout Layout {
get { unsafe { return new SoundIOChannelLayout ((IntPtr) ((void*) ((IntPtr) handle + layout_offset))); } }
set {
unsafe {
Buffer.MemoryCopy ((void*)value.Handle, (void*)((IntPtr)handle + layout_offset),
Implement libsoundio as an alternative audio backend (#406) * Audio: Implement libsoundio as an alternative audio backend libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound. * Audio: Fix SoundIoRingBuffer documentation * Audio: Unroll and optimize the audio write callback Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample. * Audio: Optimize the write callback further This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned. This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size. * Audio: Fix typo in Stereo write callback * Audio: Fix Surround (5.1) audio write callback * Audio: Update Documentation * Audio: Use built-in Unsafe.SizeOf<T>() Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area. * Audio: Keep fixed buffer style consistent * Audio: Address styling nits * Audio: More style nits * Audio: Add additional documentation * Audio: Move libsoundio bindings internal As per discussion, moving the libsoundio native bindings into Ryujinx.Audio * Audio: Bump Target Framework back up to .NET Core 2.1 * Audio: Remove voice mixing optimizations. Leaves Saturation optimizations in place.
2018-11-15 02:22:50 +00:00
Marshal.SizeOf<SoundIoChannelLayout> (), Marshal.SizeOf<SoundIoChannelLayout> ());
}
}
}
static readonly int layout_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("layout");
public double SoftwareLatency {
get { return MarshalEx.ReadDouble (handle, software_latency_offset); }
set { MarshalEx.WriteDouble (handle, software_latency_offset, value); }
}
static readonly int software_latency_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("software_latency");
public float Volume {
get { return MarshalEx.ReadFloat (handle, volume_offset); }
set { MarshalEx.WriteFloat (handle, volume_offset, value); }
}
static readonly int volume_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("volume");
Implement libsoundio as an alternative audio backend (#406) * Audio: Implement libsoundio as an alternative audio backend libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound. * Audio: Fix SoundIoRingBuffer documentation * Audio: Unroll and optimize the audio write callback Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample. * Audio: Optimize the write callback further This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned. This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size. * Audio: Fix typo in Stereo write callback * Audio: Fix Surround (5.1) audio write callback * Audio: Update Documentation * Audio: Use built-in Unsafe.SizeOf<T>() Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area. * Audio: Keep fixed buffer style consistent * Audio: Address styling nits * Audio: More style nits * Audio: Add additional documentation * Audio: Move libsoundio bindings internal As per discussion, moving the libsoundio native bindings into Ryujinx.Audio * Audio: Bump Target Framework back up to .NET Core 2.1 * Audio: Remove voice mixing optimizations. Leaves Saturation optimizations in place.
2018-11-15 02:22:50 +00:00
// error_callback
public Action ErrorCallback {
get { return error_callback; }
set {
error_callback = value;
if (value == null)
error_callback_native = null;
else
error_callback_native = stream => error_callback ();
var ptr = Marshal.GetFunctionPointerForDelegate (error_callback_native);
Marshal.WriteIntPtr (handle, error_callback_offset, ptr);
}
}
static readonly int error_callback_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("error_callback");
Action error_callback;
delegate void error_callback_delegate (IntPtr handle);
error_callback_delegate error_callback_native;
// write_callback
public Action<int, int> WriteCallback {
get { return write_callback; }
set {
write_callback = value;
if (value == null)
write_callback_native = null;
else
write_callback_native = (h, frame_count_min, frame_count_max) => write_callback (frame_count_min, frame_count_max);
var ptr = Marshal.GetFunctionPointerForDelegate (write_callback_native);
Marshal.WriteIntPtr (handle, write_callback_offset, ptr);
}
}
static readonly int write_callback_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("write_callback");
Action<int, int> write_callback;
delegate void write_callback_delegate (IntPtr handle, int min, int max);
write_callback_delegate write_callback_native;
// underflow_callback
public Action UnderflowCallback {
get { return underflow_callback; }
set {
underflow_callback = value;
if (value == null)
underflow_callback_native = null;
else
underflow_callback_native = h => underflow_callback ();
var ptr = Marshal.GetFunctionPointerForDelegate (underflow_callback_native);
Marshal.WriteIntPtr (handle, underflow_callback_offset, ptr);
}
}
static readonly int underflow_callback_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("underflow_callback");
Action underflow_callback;
delegate void underflow_callback_delegate (IntPtr handle);
underflow_callback_delegate underflow_callback_native;
// FIXME: this should be taken care in more centralized/decent manner... we don't want to write
// this kind of code anywhere we need string marshaling.
List<IntPtr> allocated_hglobals = new List<IntPtr> ();
public string Name {
get { return Marshal.PtrToStringAnsi (Marshal.ReadIntPtr (handle, name_offset)); }
set {
unsafe {
var existing = Marshal.ReadIntPtr (handle, name_offset);
if (allocated_hglobals.Contains (existing)) {
allocated_hglobals.Remove (existing);
Marshal.FreeHGlobal (existing);
}
var ptr = Marshal.StringToHGlobalAnsi (value);
Marshal.WriteIntPtr (handle, name_offset, ptr);
allocated_hglobals.Add (ptr);
}
}
}
static readonly int name_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("name");
public bool NonTerminalHint {
get { return Marshal.ReadInt32 (handle, non_terminal_hint_offset) != 0; }
}
static readonly int non_terminal_hint_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("non_terminal_hint");
public int BytesPerFrame {
get { return Marshal.ReadInt32 (handle, bytes_per_frame_offset); }
}
static readonly int bytes_per_frame_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("bytes_per_frame");
public int BytesPerSample {
get { return Marshal.ReadInt32 (handle, bytes_per_sample_offset); }
}
static readonly int bytes_per_sample_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("bytes_per_sample");
public string LayoutErrorMessage {
get {
var code = (SoundIoError) Marshal.ReadInt32 (handle, layout_error_offset);
return code == SoundIoError.SoundIoErrorNone ? null : Marshal.PtrToStringAnsi (Natives.soundio_strerror ((int) code));
}
}
static readonly int layout_error_offset = (int)Marshal.OffsetOf<SoundIoOutStream> ("layout_error");
// functions
public void Open ()
{
var ret = (SoundIoError) Natives.soundio_outstream_open (handle);
if (ret != SoundIoError.SoundIoErrorNone)
throw new SoundIOException (ret);
}
public void Start ()
{
var ret = (SoundIoError)Natives.soundio_outstream_start (handle);
if (ret != SoundIoError.SoundIoErrorNone)
throw new SoundIOException (ret);
}
public SoundIOChannelAreas BeginWrite (ref int frameCount)
{
IntPtr ptrs = default (IntPtr);
int nativeFrameCount = frameCount;
unsafe {
var frameCountPtr = &nativeFrameCount;
var ptrptr = &ptrs;
var ret = (SoundIoError)Natives.soundio_outstream_begin_write (handle, (IntPtr) ptrptr, (IntPtr) frameCountPtr);
frameCount = *frameCountPtr;
if (ret != SoundIoError.SoundIoErrorNone)
throw new SoundIOException (ret);
return new SoundIOChannelAreas (ptrs, Layout.ChannelCount, frameCount);
}
}
public void EndWrite ()
{
var ret = (SoundIoError) Natives.soundio_outstream_end_write (handle);
if (ret != SoundIoError.SoundIoErrorNone)
throw new SoundIOException (ret);
}
public void ClearBuffer ()
{
Natives.soundio_outstream_clear_buffer (handle);
}
public void Pause (bool pause)
{
var ret = (SoundIoError) Natives.soundio_outstream_pause (handle, pause);
if (ret != SoundIoError.SoundIoErrorNone)
throw new SoundIOException (ret);
}
public double GetLatency ()
{
unsafe {
double* dptr = null;
IntPtr p = new IntPtr (dptr);
var ret = (SoundIoError) Natives.soundio_outstream_get_latency (handle, p);
if (ret != SoundIoError.SoundIoErrorNone)
throw new SoundIOException (ret);
dptr = (double*) p;
return *dptr;
}
}
public void SetVolume (double volume)
{
var ret = (SoundIoError) Natives.soundio_outstream_set_volume (handle, volume);
if (ret != SoundIoError.SoundIoErrorNone)
throw new SoundIOException (ret);
}
Implement libsoundio as an alternative audio backend (#406) * Audio: Implement libsoundio as an alternative audio backend libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound. * Audio: Fix SoundIoRingBuffer documentation * Audio: Unroll and optimize the audio write callback Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample. * Audio: Optimize the write callback further This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned. This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size. * Audio: Fix typo in Stereo write callback * Audio: Fix Surround (5.1) audio write callback * Audio: Update Documentation * Audio: Use built-in Unsafe.SizeOf<T>() Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area. * Audio: Keep fixed buffer style consistent * Audio: Address styling nits * Audio: More style nits * Audio: Add additional documentation * Audio: Move libsoundio bindings internal As per discussion, moving the libsoundio native bindings into Ryujinx.Audio * Audio: Bump Target Framework back up to .NET Core 2.1 * Audio: Remove voice mixing optimizations. Leaves Saturation optimizations in place.
2018-11-15 02:22:50 +00:00
}
}