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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
400 lines
13 KiB
C#
400 lines
13 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 System;
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namespace Ryujinx.Audio.Input
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{
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/// <summary>
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/// Audio input system.
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/// </summary>
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public class AudioInputSystem : IDisposable
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{
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/// <summary>
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/// The session id associated to the <see cref="AudioInputSystem"/>.
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/// </summary>
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private int _sessionId;
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/// <summary>
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/// The session the <see cref="AudioInputSystem"/>.
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/// </summary>
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private AudioDeviceSession _session;
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/// <summary>
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/// The target device name of the <see cref="AudioInputSystem"/>.
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/// </summary>
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public string DeviceName { get; private set; }
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/// <summary>
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/// The target sample rate of the <see cref="AudioInputSystem"/>.
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/// </summary>
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public uint SampleRate { get; private set; }
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/// <summary>
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/// The target channel count of the <see cref="AudioInputSystem"/>.
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/// </summary>
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public uint ChannelCount { get; private set; }
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/// <summary>
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/// The target sample format of the <see cref="AudioInputSystem"/>.
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/// </summary>
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public SampleFormat SampleFormat { get; private set; }
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/// <summary>
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/// The <see cref="AudioInputManager"/> owning this.
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/// </summary>
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private AudioInputManager _manager;
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/// <summary>
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/// THe lock of the parent.
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/// </summary>
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private object _parentLock;
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/// <summary>
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/// Create a new <see cref="AudioInputSystem"/>.
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/// </summary>
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/// <param name="manager">The manager instance</param>
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/// <param name="parentLock">The lock of the manager</param>
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/// <param name="deviceSession">The hardware device session</param>
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/// <param name="bufferEvent">The buffer release event of the audio input</param>
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public AudioInputSystem(AudioInputManager manager, object parentLock, IHardwareDeviceSession deviceSession, IWritableEvent bufferEvent)
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{
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_manager = manager;
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_parentLock = parentLock;
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_session = new AudioDeviceSession(deviceSession, bufferEvent);
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}
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/// <summary>
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/// Get the default device name on the system.
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/// </summary>
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/// <returns>The default device name on the system.</returns>
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private static string GetDeviceDefaultName()
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{
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return Constants.DefaultDeviceInputName;
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}
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/// <summary>
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/// Check if a given configuration and device name is valid on the system.
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/// </summary>
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/// <param name="configuration">The configuration to check.</param>
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/// <param name="deviceName">The device name to check.</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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private static ResultCode IsConfigurationValid(ref AudioInputConfiguration configuration, string deviceName)
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{
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if (deviceName.Length != 0 && !deviceName.Equals(GetDeviceDefaultName()))
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{
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return ResultCode.DeviceNotFound;
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}
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else if (configuration.SampleRate != 0 && configuration.SampleRate != Constants.TargetSampleRate)
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{
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return ResultCode.UnsupportedSampleRate;
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}
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else if (configuration.ChannelCount != 0 && configuration.ChannelCount != 1 && configuration.ChannelCount != 2 && configuration.ChannelCount != 6)
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{
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return ResultCode.UnsupportedChannelConfiguration;
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}
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return ResultCode.Success;
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}
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/// <summary>
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/// Get the released buffer event.
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/// </summary>
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/// <returns>The released buffer event</returns>
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public IWritableEvent RegisterBufferEvent()
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{
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lock (_parentLock)
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{
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return _session.GetBufferEvent();
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}
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}
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/// <summary>
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/// Update the <see cref="AudioInputSystem"/>.
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/// </summary>
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public void Update()
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{
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lock (_parentLock)
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{
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_session.Update();
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}
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}
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/// <summary>
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/// Get the id of this session.
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/// </summary>
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/// <returns>The id of this session</returns>
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public int GetSessionId()
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{
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return _sessionId;
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}
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/// <summary>
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/// Initialize the <see cref="AudioInputSystem"/>.
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/// </summary>
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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="sessionId">The session id associated to this <see cref="AudioInputSystem"/></param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode Initialize(string inputDeviceName, SampleFormat sampleFormat, ref AudioInputConfiguration parameter, int sessionId)
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{
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_sessionId = sessionId;
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ResultCode result = IsConfigurationValid(ref parameter, inputDeviceName);
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if (result == ResultCode.Success)
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{
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if (inputDeviceName.Length == 0)
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{
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DeviceName = GetDeviceDefaultName();
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}
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else
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{
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DeviceName = inputDeviceName;
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}
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if (parameter.ChannelCount == 6)
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{
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ChannelCount = 6;
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}
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else
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{
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ChannelCount = 2;
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}
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SampleFormat = sampleFormat;
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SampleRate = Constants.TargetSampleRate;
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}
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return result;
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}
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/// <summary>
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/// Append a new audio buffer to the audio input.
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/// </summary>
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/// <param name="bufferTag">The unique tag of this buffer.</param>
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/// <param name="userBuffer">The buffer informations.</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode AppendBuffer(ulong bufferTag, ref AudioUserBuffer userBuffer)
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{
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lock (_parentLock)
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{
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AudioBuffer buffer = new AudioBuffer
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{
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BufferTag = bufferTag,
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DataPointer = userBuffer.Data,
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DataSize = userBuffer.DataSize
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};
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if (_session.AppendBuffer(buffer))
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{
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return ResultCode.Success;
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}
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return ResultCode.BufferRingFull;
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}
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}
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/// <summary>
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/// Append a new audio buffer to the audio input.
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/// </summary>
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/// <remarks>This is broken by design, only added for completness.</remarks>
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/// <param name="bufferTag">The unique tag of this buffer.</param>
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/// <param name="userBuffer">The buffer informations.</param>
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/// <param name="handle">Some unknown handle.</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode AppendUacBuffer(ulong bufferTag, ref AudioUserBuffer userBuffer, uint handle)
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{
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lock (_parentLock)
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{
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AudioBuffer buffer = new AudioBuffer
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{
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BufferTag = bufferTag,
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DataPointer = userBuffer.Data,
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DataSize = userBuffer.DataSize
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};
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if (_session.AppendUacBuffer(buffer, handle))
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{
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return ResultCode.Success;
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}
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return ResultCode.BufferRingFull;
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}
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}
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/// <summary>
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/// Get the release buffers.
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/// </summary>
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/// <param name="releasedBuffers">The buffer to write the release buffers</param>
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/// <param name="releasedCount">The count of released buffers</param>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
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public ResultCode GetReleasedBuffers(Span<ulong> releasedBuffers, out uint releasedCount)
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{
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releasedCount = 0;
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// Ensure that the first entry is set to zero if no entries are returned.
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if (releasedBuffers.Length > 0)
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{
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releasedBuffers[0] = 0;
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}
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lock (_parentLock)
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{
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for (int i = 0; i < releasedBuffers.Length; i++)
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{
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if (!_session.TryPopReleasedBuffer(out AudioBuffer buffer))
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{
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break;
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}
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releasedBuffers[i] = buffer.BufferTag;
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releasedCount++;
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}
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}
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return ResultCode.Success;
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}
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/// <summary>
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/// Get the current state of the <see cref="AudioInputSystem"/>.
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/// </summary>
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/// <returns>Return the curent sta\te of the <see cref="AudioInputSystem"/></returns>
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public AudioDeviceState GetState()
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{
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lock (_parentLock)
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{
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return _session.GetState();
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}
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}
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/// <summary>
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/// Start the audio session.
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/// </summary>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
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public ResultCode Start()
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{
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lock (_parentLock)
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{
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return _session.Start();
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}
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}
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/// <summary>
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/// Stop the audio session.
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/// </summary>
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/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
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public ResultCode Stop()
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{
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lock (_parentLock)
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{
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return _session.Stop();
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}
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}
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/// <summary>
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/// Get the volume of the session.
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/// </summary>
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/// <returns>The volume of the session</returns>
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public float GetVolume()
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{
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lock (_parentLock)
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{
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return _session.GetVolume();
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}
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}
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/// <summary>
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/// Set the volume of the session.
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/// </summary>
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/// <param name="volume">The new volume to set</param>
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public void SetVolume(float volume)
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{
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lock (_parentLock)
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{
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_session.SetVolume(volume);
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}
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}
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/// <summary>
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/// Get the count of buffer currently in use (server + driver side).
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/// </summary>
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/// <returns>The count of buffer currently in use</returns>
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public uint GetBufferCount()
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{
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lock (_parentLock)
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{
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return _session.GetBufferCount();
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}
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}
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/// <summary>
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/// Check if a buffer is present.
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/// </summary>
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/// <param name="bufferTag">The unique tag of the buffer</param>
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/// <returns>Return true if a buffer is present</returns>
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public bool ContainsBuffer(ulong bufferTag)
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{
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lock (_parentLock)
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{
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return _session.ContainsBuffer(bufferTag);
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}
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}
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/// <summary>
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/// Get the count of sample played in this session.
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/// </summary>
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/// <returns>The count of sample played in this session</returns>
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public ulong GetPlayedSampleCount()
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{
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lock (_parentLock)
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{
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return _session.GetPlayedSampleCount();
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}
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}
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/// <summary>
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/// Flush all buffers to the initial state.
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/// </summary>
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/// <returns>True if any buffers was flushed</returns>
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public bool FlushBuffers()
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{
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lock (_parentLock)
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{
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return _session.FlushBuffers();
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}
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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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_session.Dispose();
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_manager.Unregister(this);
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}
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}
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}
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}
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