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a389dd59bd
* 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.
333 lines
11 KiB
C#
333 lines
11 KiB
C#
//
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// Copyright (c) 2019-2020 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.Renderer.Dsp;
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using Ryujinx.Audio.Renderer.Integration;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Common.Logging;
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using Ryujinx.Cpu;
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using System;
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using System.Diagnostics;
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using System.Threading;
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namespace Ryujinx.Audio.Renderer.Server
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{
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/// <summary>
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/// The audio renderer manager.
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/// </summary>
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public class AudioRendererManager : IDisposable
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{
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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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/// Lock used to control the <see cref="AudioProcessor"/> running state.
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/// </summary>
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private object _audioProcessorLock = 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 events linked to each session.
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/// </summary>
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private IWritableEvent[] _sessionsSystemEvent;
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/// <summary>
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/// The <see cref="AudioRenderSystem"/> sessions instances.
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/// </summary>
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private AudioRenderSystem[] _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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/// The worker thread used to run <see cref="SendCommands"/>.
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/// </summary>
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private Thread _workerThread;
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/// <summary>
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/// Indicate if the worker thread and <see cref="AudioProcessor"/> are running.
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/// </summary>
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private bool _isRunning;
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/// <summary>
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/// The output devices associated to each session.
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/// </summary>
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// TODO: get ride of this with the audout rewrite.
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public HardwareDevice[] OutputDevices { get; private set; }
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/// <summary>
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/// The <see cref="AudioProcessor"/> instance associated to this manager.
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/// </summary>
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public AudioProcessor Processor { get; }
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/// <summary>
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/// Create a new <see cref="AudioRendererManager"/>.
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/// </summary>
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public AudioRendererManager()
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{
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Processor = new AudioProcessor();
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_sessionIds = new int[RendererConstants.AudioRendererSessionCountMax];
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_sessions = new AudioRenderSystem[RendererConstants.AudioRendererSessionCountMax];
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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="AudioRendererManager"/>.
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/// </summary>
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/// <param name="sessionSystemEvents">The events associated to each session.</param>
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/// <param name="devices">The output devices associated to each session.</param>
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public void Initialize(IWritableEvent[] sessionSystemEvents, HardwareDevice[] devices)
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{
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_sessionsSystemEvent = sessionSystemEvents;
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OutputDevices = devices;
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}
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/// <summary>
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/// Get the work buffer size required by a session.
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/// </summary>
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/// <param name="parameter">The user configuration</param>
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/// <returns>The work buffer size required by a session.</returns>
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public static ulong GetWorkBufferSize(ref AudioRendererConfiguration parameter)
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{
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return AudioRenderSystem.GetWorkBufferSize(ref parameter);
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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 renderer ({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 renderer ({sessionId})");
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}
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/// <summary>
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/// Check if there is any audio renderer active.
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/// </summary>
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/// <returns>Returns true if there is any audio renderer active.</returns>
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private bool HasAnyActiveRendererLocked()
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{
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foreach (AudioRenderSystem renderer in _sessions)
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{
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if (renderer != null)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Start the <see cref="AudioProcessor"/> and worker thread.
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/// </summary>
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private void StartLocked()
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{
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_isRunning = true;
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// TODO: virtual device mapping (IAudioDevice)
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Processor.SetOutputDevices(OutputDevices);
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Processor.Start();
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_workerThread = new Thread(SendCommands)
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{
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Name = "AudioRendererManager.Worker"
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};
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_workerThread.Start();
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}
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/// <summary>
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/// Stop the <see cref="AudioProcessor"/> and worker thread.
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/// </summary>
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private void StopLocked()
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{
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_isRunning = false;
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_workerThread.Join();
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Processor.Stop();
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Logger.Info?.Print(LogClass.AudioRenderer, "Stopped audio renderer");
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}
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/// <summary>
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/// Worker main function. This is used to dispatch audio renderer commands to the <see cref="AudioProcessor"/>.
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/// </summary>
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private void SendCommands()
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{
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Logger.Info?.Print(LogClass.AudioRenderer, "Starting audio renderer");
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Processor.Wait();
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while (_isRunning)
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{
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lock (_sessionLock)
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{
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foreach(AudioRenderSystem renderer in _sessions)
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{
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renderer?.SendCommands();
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}
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}
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Processor.Signal();
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Processor.Wait();
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}
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}
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/// <summary>
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/// Register a new <see cref="AudioRenderSystem"/>.
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/// </summary>
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/// <param name="renderer">The <see cref="AudioRenderSystem"/> to register.</param>
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private void Register(AudioRenderSystem renderer)
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{
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lock (_sessionLock)
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{
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_sessions[renderer.GetSessionId()] = renderer;
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}
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lock (_audioProcessorLock)
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{
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if (!_isRunning)
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{
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StartLocked();
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}
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}
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}
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/// <summary>
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/// Unregister a new <see cref="AudioRenderSystem"/>.
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/// </summary>
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/// <param name="renderer">The <see cref="AudioRenderSystem"/> to unregister.</param>
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internal void Unregister(AudioRenderSystem renderer)
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{
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lock (_sessionLock)
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{
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int sessionId = renderer.GetSessionId();
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_sessions[renderer.GetSessionId()] = null;
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ReleaseSessionId(sessionId);
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}
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lock (_audioProcessorLock)
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{
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if (_isRunning && !HasAnyActiveRendererLocked())
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{
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StopLocked();
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}
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}
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}
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/// <summary>
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/// Open a new <see cref="AudioRenderSystem"/>
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/// </summary>
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/// <param name="renderer">The new <see cref="AudioRenderSystem"/></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="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="workBufferAddress">The guest work buffer address.</param>
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/// <param name="workBufferSize">The guest work buffer size.</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 OpenAudioRenderer(out AudioRenderSystem renderer, MemoryManager memoryManager, ref AudioRendererConfiguration parameter, ulong appletResourceUserId, ulong workBufferAddress, ulong workBufferSize, uint processHandle)
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{
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int sessionId = AcquireSessionId();
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AudioRenderSystem audioRenderer = new AudioRenderSystem(this, _sessionsSystemEvent[sessionId]);
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ResultCode result = audioRenderer.Initialize(ref parameter, processHandle, workBufferAddress, workBufferSize, sessionId, appletResourceUserId, memoryManager);
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if (result == ResultCode.Success)
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{
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renderer = audioRenderer;
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Register(renderer);
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}
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else
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{
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ReleaseSessionId(sessionId);
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renderer = null;
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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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Processor.Dispose();
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foreach (HardwareDevice device in OutputDevices)
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{
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device.Dispose();
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}
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}
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}
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}
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}
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