ryujinx-mirror/Ryujinx.Audio/Renderer/Parameter/VoiceInParameter.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00

361 lines
12 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.Common;
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Dsp;
using Ryujinx.Common.Memory;
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Input information for a voice.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x170, Pack = 1)]
public struct VoiceInParameter
{
/// <summary>
/// Id of the voice.
/// </summary>
public int Id;
/// <summary>
/// Node id of the voice.
/// </summary>
public int NodeId;
/// <summary>
/// Set to true if the voice is new.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsNew;
/// <summary>
/// Set to true if the voice is used.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool InUse;
/// <summary>
/// The voice <see cref="PlayState"/> wanted by the user.
/// </summary>
public PlayState PlayState;
/// <summary>
/// The <see cref="SampleFormat"/> of the voice.
/// </summary>
public SampleFormat SampleFormat;
/// <summary>
/// The sample rate of the voice.
/// </summary>
public uint SampleRate;
/// <summary>
/// The priority of the voice.
/// </summary>
public uint Priority;
/// <summary>
/// Target sorting position of the voice. (Used to sort voices with the same <see cref="Priority"/>)
/// </summary>
public uint SortingOrder;
/// <summary>
/// The total channel count used.
/// </summary>
public uint ChannelCount;
/// <summary>
/// The pitch used on the voice.
/// </summary>
public float Pitch;
/// <summary>
/// The output volume of the voice.
/// </summary>
public float Volume;
/// <summary>
/// Biquad filters to apply to the output of the voice.
/// </summary>
public Array2<BiquadFilterParameter> BiquadFilters;
/// <summary>
/// Total count of <see cref="WaveBufferInternal"/> of the voice.
/// </summary>
public uint WaveBuffersCount;
/// <summary>
/// Current playing <see cref="WaveBufferInternal"/> of the voice.
/// </summary>
public uint WaveBuffersIndex;
/// <summary>
/// Reserved/unused.
/// </summary>
private uint _reserved1;
/// <summary>
/// User state address required by the data source.
/// </summary>
/// <remarks>Only used for <see cref="SampleFormat.Adpcm"/> as the address of the GC-ADPCM coefficients.</remarks>
public ulong DataSourceStateAddress;
/// <summary>
/// User state size required by the data source.
/// </summary>
/// <remarks>Only used for <see cref="SampleFormat.Adpcm"/> as the size of the GC-ADPCM coefficients.</remarks>
public ulong DataSourceStateSize;
/// <summary>
/// The target mix id of the voice.
/// </summary>
public int MixId;
/// <summary>
/// The target splitter id of the voice.
/// </summary>
public uint SplitterId;
/// <summary>
/// The wavebuffer parameters of this voice.
/// </summary>
public Array4<WaveBufferInternal> WaveBuffers;
/// <summary>
/// The channel resource ids associated to the voice.
/// </summary>
public Array6<int> ChannelResourceIds;
/// <summary>
/// Reset the voice drop flag during voice server update.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool ResetVoiceDropFlag;
/// <summary>
/// Flush the amount of wavebuffer specified. This will result in the wavebuffer being skipped and marked played.
/// </summary>
/// <remarks>This was added on REV5.</remarks>
public byte FlushWaveBufferCount;
/// <summary>
/// Reserved/unused.
/// </summary>
private ushort _reserved2;
/// <summary>
/// Change the behaviour of the voice.
/// </summary>
/// <remarks>This was added on REV5.</remarks>
public DecodingBehaviour DecodingBehaviourFlags;
/// <summary>
/// Change the Sample Rate Conversion (SRC) quality of the voice.
/// </summary>
/// <remarks>This was added on REV8.</remarks>
public SampleRateConversionQuality SrcQuality;
/// <summary>
/// This was previously used for opus codec support on the Audio Renderer and was removed on REV3.
/// </summary>
public uint ExternalContext;
/// <summary>
/// This was previously used for opus codec support on the Audio Renderer and was removed on REV3.
/// </summary>
public uint ExternalContextSize;
/// <summary>
/// Reserved/unused.
/// </summary>
private unsafe fixed uint _reserved3[2];
/// <summary>
/// Input information for a voice wavebuffer.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x38, Pack = 1)]
public struct WaveBufferInternal
{
/// <summary>
/// Address of the wavebuffer data.
/// </summary>
public ulong Address;
/// <summary>
/// Size of the wavebuffer data.
/// </summary>
public ulong Size;
/// <summary>
/// Offset of the first sample to play.
/// </summary>
public uint StartSampleOffset;
/// <summary>
/// Offset of the last sample to play.
/// </summary>
public uint EndSampleOffset;
/// <summary>
/// If set to true, the wavebuffer will loop when reaching <see cref="EndSampleOffset"/>.
/// </summary>
/// <remarks>
/// Starting with REV8, you can specify how many times to loop the wavebuffer (<see cref="LoopCount"/>) and where it should start and end when looping (<see cref="LoopFirstSampleOffset"/> and <see cref="LoopLastSampleOffset"/>)
/// </remarks>
[MarshalAs(UnmanagedType.I1)]
public bool ShouldLoop;
/// <summary>
/// Indicates that this is the last wavebuffer to play of the voice.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsEndOfStream;
/// <summary>
/// Indicates if the server should update its internal state.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool SentToServer;
/// <summary>
/// Reserved/unused.
/// </summary>
private byte _reserved;
/// <summary>
/// If set to anything other than 0, specifies how many times to loop the wavebuffer.
/// </summary>
/// <remarks>This was added in REV8.</remarks>
public int LoopCount;
/// <summary>
/// Address of the context used by the sample decoder.
/// </summary>
/// <remarks>This is only currently used by <see cref="SampleFormat.Adpcm"/>.</remarks>
public ulong ContextAddress;
/// <summary>
/// Size of the context used by the sample decoder.
/// </summary>
/// <remarks>This is only currently used by <see cref="SampleFormat.Adpcm"/>.</remarks>
public ulong ContextSize;
/// <summary>
/// If set to anything other than 0, specifies the offset of the first sample to play when looping.
/// </summary>
/// <remarks>This was added in REV8.</remarks>
public uint LoopFirstSampleOffset;
/// <summary>
/// If set to anything other than 0, specifies the offset of the last sample to play when looping.
/// </summary>
/// <remarks>This was added in REV8.</remarks>
public uint LoopLastSampleOffset;
/// <summary>
/// Check if the sample offsets are in a valid range for generic PCM.
/// </summary>
/// <typeparam name="T">The PCM sample type</typeparam>
/// <returns>Returns true if the sample offset are in range of the size.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool IsSampleOffsetInRangeForPcm<T>() where T : unmanaged
{
uint dataTypeSize = (uint)Unsafe.SizeOf<T>();
return StartSampleOffset * dataTypeSize <= Size &&
EndSampleOffset * dataTypeSize <= Size;
}
/// <summary>
/// Check if the sample offsets are in a valid range for the given <see cref="SampleFormat"/>.
/// </summary>
/// <param name="format">The target <see cref="SampleFormat"/></param>
/// <returns>Returns true if the sample offset are in range of the size.</returns>
public bool IsSampleOffsetValid(SampleFormat format)
{
bool result;
switch (format)
{
case SampleFormat.PcmInt16:
result = IsSampleOffsetInRangeForPcm<ushort>();
break;
case SampleFormat.PcmFloat:
result = IsSampleOffsetInRangeForPcm<float>();
break;
case SampleFormat.Adpcm:
result = AdpcmHelper.GetAdpcmDataSize((int)StartSampleOffset) <= Size &&
AdpcmHelper.GetAdpcmDataSize((int)EndSampleOffset) <= Size;
break;
default:
throw new NotImplementedException($"{format} not implemented!");
}
return result;
}
}
/// <summary>
/// Flag altering the behaviour of wavebuffer decoding.
/// </summary>
[Flags]
public enum DecodingBehaviour : ushort
{
/// <summary>
/// Default decoding behaviour.
/// </summary>
Default = 0,
/// <summary>
/// Reset the played samples accumulator when looping.
/// </summary>
PlayedSampleCountResetWhenLooping = 1,
/// <summary>
/// Skip pitch and Sample Rate Conversion (SRC).
/// </summary>
SkipPitchAndSampleRateConversion = 2
}
/// <summary>
/// Specify the quality to use during Sample Rate Conversion (SRC) and pitch handling.
/// </summary>
/// <remarks>This was added in REV8.</remarks>
public enum SampleRateConversionQuality : byte
{
/// <summary>
/// Resample interpolating 4 samples per output sample.
/// </summary>
Default,
/// <summary>
/// Resample interpolating 8 samples per output sample.
/// </summary>
High,
/// <summary>
/// Resample interpolating 1 samples per output sample.
/// </summary>
Low
}
}
}