mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-02 06:47:25 +00:00
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
108 lines
3.5 KiB
C#
108 lines
3.5 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.Integration;
|
|
using Ryujinx.Audio.Renderer.Server.Sink;
|
|
using System;
|
|
using System.Runtime.CompilerServices;
|
|
using System.Text;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp.Command
|
|
{
|
|
public class DeviceSinkCommand : ICommand
|
|
{
|
|
public bool Enabled { get; set; }
|
|
|
|
public int NodeId { get; }
|
|
|
|
public CommandType CommandType => CommandType.DeviceSink;
|
|
|
|
public ulong EstimatedProcessingTime { get; set; }
|
|
|
|
public string DeviceName { get; }
|
|
|
|
public int SessionId { get; }
|
|
|
|
public uint InputCount { get; }
|
|
public ushort[] InputBufferIndices { get; }
|
|
|
|
public Memory<float> Buffers { get; }
|
|
|
|
public DeviceSinkCommand(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffers, int nodeId)
|
|
{
|
|
Enabled = true;
|
|
NodeId = nodeId;
|
|
|
|
DeviceName = Encoding.ASCII.GetString(sink.Parameter.DeviceName).TrimEnd('\0');
|
|
SessionId = sessionId;
|
|
InputCount = sink.Parameter.InputCount;
|
|
InputBufferIndices = new ushort[InputCount];
|
|
|
|
for (int i = 0; i < InputCount; i++)
|
|
{
|
|
InputBufferIndices[i] = (ushort)(bufferOffset + sink.Parameter.Input[i]);
|
|
}
|
|
|
|
if (sink.UpsamplerState != null)
|
|
{
|
|
Buffers = sink.UpsamplerState.OutputBuffer;
|
|
}
|
|
else
|
|
{
|
|
Buffers = buffers;
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private Span<float> GetBuffer(int index, int sampleCount)
|
|
{
|
|
return Buffers.Span.Slice(index * sampleCount, sampleCount);
|
|
}
|
|
|
|
public void Process(CommandList context)
|
|
{
|
|
IHardwareDevice device = context.OutputDevice;
|
|
|
|
if (device.GetSampleRate() == Constants.TargetSampleRate)
|
|
{
|
|
int channelCount = (int)device.GetChannelCount();
|
|
uint bufferCount = Math.Min(device.GetChannelCount(), InputCount);
|
|
|
|
const int sampleCount = Constants.TargetSampleCount;
|
|
|
|
short[] outputBuffer = new short[bufferCount * sampleCount];
|
|
|
|
for (int i = 0; i < bufferCount; i++)
|
|
{
|
|
ReadOnlySpan<float> inputBuffer = GetBuffer(InputBufferIndices[i], sampleCount);
|
|
|
|
for (int j = 0; j < sampleCount; j++)
|
|
{
|
|
outputBuffer[i + j * channelCount] = PcmHelper.Saturate(inputBuffer[j]);
|
|
}
|
|
}
|
|
|
|
device.AppendBuffer(outputBuffer, InputCount);
|
|
}
|
|
else
|
|
{
|
|
// TODO: support resampling for device only supporting something different
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
}
|
|
}
|