ryujinx-mirror/Ryujinx.HLE/HOS/Services/Audio/AudioRenderer/AudioRenderer.cs
Mary a389dd59bd
Amadeus: Final Act (#1481)
* Amadeus: Final Act

This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer!

This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months.
This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware.

Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3.

- FE3H voices in videos and chapter intro are not present.
- Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time).

- Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed.

* Make timing more precise when sleeping on Windows

Improve precision to a 1ms resolution on Windows NT based OS.
This is used to avoid having totally erratic timings and unify all
Windows users to the same resolution.

NOTE: This is only active when emulation is running.
2020-08-17 22:49:37 -03:00

112 lines
2.5 KiB
C#

using Ryujinx.Audio.Renderer.Integration;
using Ryujinx.Audio.Renderer.Server;
using Ryujinx.HLE.HOS.Kernel.Threading;
using System;
namespace Ryujinx.HLE.HOS.Services.Audio.AudioRenderer
{
class AudioRenderer : IAudioRenderer
{
private AudioRenderSystem _impl;
public AudioRenderer(AudioRenderSystem impl)
{
_impl = impl;
}
public ResultCode ExecuteAudioRendererRendering()
{
throw new NotImplementedException();
}
public uint GetMixBufferCount()
{
return _impl.GetMixBufferCount();
}
public uint GetRenderingTimeLimit()
{
return _impl.GetRenderingTimeLimit();
}
public uint GetSampleCount()
{
return _impl.GetSampleCount();
}
public uint GetSampleRate()
{
return _impl.GetSampleRate();
}
public int GetState()
{
if (_impl.IsActive())
{
return 0;
}
return 1;
}
public ResultCode QuerySystemEvent(out KEvent systemEvent)
{
ResultCode resultCode = (ResultCode)_impl.QuerySystemEvent(out IWritableEvent outEvent);
if (resultCode == ResultCode.Success)
{
if (outEvent is AudioKernelEvent)
{
systemEvent = ((AudioKernelEvent)outEvent).Event;
}
else
{
throw new NotImplementedException();
}
}
else
{
systemEvent = null;
}
return resultCode;
}
public ResultCode RequestUpdate(Memory<byte> output, Memory<byte> performanceOutput, ReadOnlyMemory<byte> input)
{
return (ResultCode)_impl.Update(output, performanceOutput, input);
}
public void SetRenderingTimeLimit(uint percent)
{
_impl.SetRenderingTimeLimitPercent(percent);
}
public ResultCode Start()
{
_impl.Start();
return ResultCode.Success;
}
public ResultCode Stop()
{
_impl.Stop();
return ResultCode.Success;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_impl.Dispose();
}
}
}
}