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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
262 lines
8.8 KiB
C#
262 lines
8.8 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Integration;
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using Ryujinx.Common.Logging;
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using Ryujinx.Memory;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Input
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{
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/// <summary>
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/// The audio input manager.
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/// </summary>
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public class AudioInputManager : IDisposable
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{
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private object _lock = new object();
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/// <summary>
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/// Lock used for session allocation.
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/// </summary>
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private object _sessionLock = new object();
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/// <summary>
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/// The session ids allocation table.
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/// </summary>
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private int[] _sessionIds;
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/// <summary>
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/// The device driver.
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/// </summary>
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private IHardwareDeviceDriver _deviceDriver;
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/// <summary>
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/// The events linked to each session.
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/// </summary>
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private IWritableEvent[] _sessionsBufferEvents;
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/// <summary>
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/// The <see cref="AudioInputSystem"/> session instances.
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/// </summary>
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private AudioInputSystem[] _sessions;
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/// <summary>
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/// The count of active sessions.
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/// </summary>
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private int _activeSessionCount;
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/// <summary>
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/// Create a new <see cref="AudioInputManager"/>.
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/// </summary>
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public AudioInputManager()
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{
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_sessionIds = new int[Constants.AudioInSessionCountMax];
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_sessions = new AudioInputSystem[Constants.AudioInSessionCountMax];
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_activeSessionCount = 0;
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for (int i = 0; i < _sessionIds.Length; i++)
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{
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_sessionIds[i] = i;
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}
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}
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/// <summary>
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/// Initialize the <see cref="AudioInputManager"/>.
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/// </summary>
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/// <param name="deviceDriver">The device driver.</param>
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/// <param name="sessionRegisterEvents">The events associated to each session.</param>
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public void Initialize(IHardwareDeviceDriver deviceDriver, IWritableEvent[] sessionRegisterEvents)
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{
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_deviceDriver = deviceDriver;
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_sessionsBufferEvents = sessionRegisterEvents;
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}
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/// <summary>
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/// Acquire a new session id.
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/// </summary>
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/// <returns>A new session id.</returns>
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private int AcquireSessionId()
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{
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lock (_sessionLock)
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{
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int index = _activeSessionCount;
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Debug.Assert(index < _sessionIds.Length);
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int sessionId = _sessionIds[index];
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_sessionIds[index] = -1;
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_activeSessionCount++;
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Logger.Info?.Print(LogClass.AudioRenderer, $"Registered new input ({sessionId})");
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return sessionId;
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}
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}
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/// <summary>
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/// Release a given <paramref name="sessionId"/>.
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/// </summary>
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/// <param name="sessionId">The session id to release.</param>
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private void ReleaseSessionId(int sessionId)
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{
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lock (_sessionLock)
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{
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Debug.Assert(_activeSessionCount > 0);
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int newIndex = --_activeSessionCount;
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_sessionIds[newIndex] = sessionId;
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}
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Logger.Info?.Print(LogClass.AudioRenderer, $"Unregistered input ({sessionId})");
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}
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/// <summary>
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/// Used to update audio input system.
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/// </summary>
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public void Update()
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{
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lock (_sessionLock)
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{
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foreach (AudioInputSystem input in _sessions)
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{
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input?.Update();
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}
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}
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}
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/// <summary>
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/// Register a new <see cref="AudioInputSystem"/>.
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/// </summary>
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/// <param name="input">The <see cref="AudioInputSystem"/> to register.</param>
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private void Register(AudioInputSystem input)
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{
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lock (_sessionLock)
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{
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_sessions[input.GetSessionId()] = input;
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}
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}
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/// <summary>
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/// Unregister a new <see cref="AudioInputSystem"/>.
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/// </summary>
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/// <param name="input">The <see cref="AudioInputSystem"/> to unregister.</param>
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internal void Unregister(AudioInputSystem input)
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{
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lock (_sessionLock)
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{
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int sessionId = input.GetSessionId();
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_sessions[input.GetSessionId()] = null;
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ReleaseSessionId(sessionId);
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}
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}
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/// <summary>
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/// Get the list of all audio inputs names.
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/// </summary>
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/// <param name="filtered">If true, filter disconnected devices</param>
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/// <returns>The list of all audio inputs name</returns>
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public string[] ListAudioIns(bool filtered)
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{
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if (filtered)
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{
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// TODO: Detect if the driver supports audio input
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}
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return new string[] { Constants.DefaultDeviceInputName };
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}
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/// <summary>
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/// Open a new <see cref="AudioInputSystem"/>.
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/// </summary>
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/// <param name="outputDeviceName">The output device name selected by the <see cref="AudioInputSystem"/></param>
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/// <param name="outputConfiguration">The output audio configuration selected by the <see cref="AudioInputSystem"/></param>
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/// <param name="obj">The new <see cref="AudioInputSystem"/></param>
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/// <param name="memoryManager">The memory manager that will be used for all guest memory operations</param>
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/// <param name="inputDeviceName">The input device name wanted by the user</param>
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/// <param name="sampleFormat">The sample format to use</param>
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/// <param name="parameter">The user configuration</param>
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/// <param name="appletResourceUserId">The applet resource user id of the application</param>
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/// <param name="processHandle">The process handle of the application</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
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public ResultCode OpenAudioIn(out string outputDeviceName,
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out AudioOutputConfiguration outputConfiguration,
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out AudioInputSystem obj,
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IVirtualMemoryManager memoryManager,
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string inputDeviceName,
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SampleFormat sampleFormat,
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ref AudioInputConfiguration parameter,
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ulong appletResourceUserId,
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uint processHandle)
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{
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int sessionId = AcquireSessionId();
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_sessionsBufferEvents[sessionId].Clear();
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IHardwareDeviceSession deviceSession = _deviceDriver.OpenDeviceSession(IHardwareDeviceDriver.Direction.Input, memoryManager, sampleFormat, parameter.SampleRate, parameter.ChannelCount);
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AudioInputSystem audioIn = new AudioInputSystem(this, _lock, deviceSession, _sessionsBufferEvents[sessionId]);
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ResultCode result = audioIn.Initialize(inputDeviceName, sampleFormat, ref parameter, sessionId);
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if (result == ResultCode.Success)
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{
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outputDeviceName = audioIn.DeviceName;
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outputConfiguration = new AudioOutputConfiguration
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{
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ChannelCount = audioIn.ChannelCount,
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SampleFormat = audioIn.SampleFormat,
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SampleRate = audioIn.SampleRate,
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AudioOutState = audioIn.GetState(),
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};
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obj = audioIn;
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Register(audioIn);
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}
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else
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{
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ReleaseSessionId(sessionId);
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obj = null;
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outputDeviceName = null;
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outputConfiguration = default;
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}
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return result;
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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// Nothing to do here.
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}
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}
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}
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}
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