ryujinx-mirror/Ryujinx.Audio.Backends.SoundIo/SoundIoHardwareDeviceDriver.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

251 lines
7.4 KiB
C#

using Ryujinx.Audio.Common;
using Ryujinx.Audio.Integration;
using Ryujinx.Memory;
using SoundIOSharp;
using System;
using System.Collections.Generic;
using System.Threading;
using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
namespace Ryujinx.Audio.Backends.SoundIo
{
public class SoundIoHardwareDeviceDriver : IHardwareDeviceDriver
{
private object _lock = new object();
private SoundIO _audioContext;
private SoundIODevice _audioDevice;
private ManualResetEvent _updateRequiredEvent;
private List<SoundIoHardwareDeviceSession> _sessions;
public SoundIoHardwareDeviceDriver()
{
_audioContext = new SoundIO();
_updateRequiredEvent = new ManualResetEvent(false);
_sessions = new List<SoundIoHardwareDeviceSession>();
_audioContext.Connect();
_audioContext.FlushEvents();
_audioDevice = FindNonRawDefaultAudioDevice(_audioContext, true);
}
public static bool IsSupported => IsSupportedInternal();
private static bool IsSupportedInternal()
{
SoundIO context = null;
SoundIODevice device = null;
SoundIOOutStream stream = null;
bool backendDisconnected = false;
try
{
context = new SoundIO();
context.OnBackendDisconnect = (i) =>
{
backendDisconnected = true;
};
context.Connect();
context.FlushEvents();
if (backendDisconnected)
{
return false;
}
if (context.OutputDeviceCount == 0)
{
return false;
}
device = FindNonRawDefaultAudioDevice(context);
if (device == null || backendDisconnected)
{
return false;
}
stream = device.CreateOutStream();
if (stream == null || backendDisconnected)
{
return false;
}
return true;
}
catch
{
return false;
}
finally
{
if (stream != null)
{
stream.Dispose();
}
if (context != null)
{
context.Dispose();
}
}
}
private static SoundIODevice FindNonRawDefaultAudioDevice(SoundIO audioContext, bool fallback = false)
{
SoundIODevice defaultAudioDevice = audioContext.GetOutputDevice(audioContext.DefaultOutputDeviceIndex);
if (!defaultAudioDevice.IsRaw)
{
return defaultAudioDevice;
}
for (int i = 0; i < audioContext.BackendCount; i++)
{
SoundIODevice audioDevice = audioContext.GetOutputDevice(i);
if (audioDevice.Id == defaultAudioDevice.Id && !audioDevice.IsRaw)
{
return audioDevice;
}
}
return fallback ? defaultAudioDevice : null;
}
public ManualResetEvent GetUpdateRequiredEvent()
{
return _updateRequiredEvent;
}
public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
{
if (channelCount == 0)
{
channelCount = 2;
}
if (sampleRate == 0)
{
sampleRate = Constants.TargetSampleRate;
}
if (direction != Direction.Output)
{
throw new NotImplementedException("Input direction is currently not implemented on SoundIO backend!");
}
lock (_lock)
{
SoundIoHardwareDeviceSession session = new SoundIoHardwareDeviceSession(this, memoryManager, sampleFormat, sampleRate, channelCount);
_sessions.Add(session);
return session;
}
}
internal void Unregister(SoundIoHardwareDeviceSession session)
{
lock (_lock)
{
_sessions.Remove(session);
}
}
public static SoundIOFormat GetSoundIoFormat(SampleFormat format)
{
return format switch
{
SampleFormat.PcmInt8 => SoundIOFormat.S8,
SampleFormat.PcmInt16 => SoundIOFormat.S16LE,
SampleFormat.PcmInt24 => SoundIOFormat.S24LE,
SampleFormat.PcmInt32 => SoundIOFormat.S32LE,
SampleFormat.PcmFloat => SoundIOFormat.Float32LE,
_ => throw new ArgumentException ($"Unsupported sample format {format}"),
};
}
internal SoundIOOutStream OpenStream(SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount)
{
SoundIOFormat driverSampleFormat = GetSoundIoFormat(requestedSampleFormat);
if (!_audioDevice.SupportsSampleRate((int)requestedSampleRate))
{
throw new ArgumentException($"This sound device does not support a sample rate of {requestedSampleRate}Hz");
}
if (!_audioDevice.SupportsFormat(driverSampleFormat))
{
throw new ArgumentException($"This sound device does not support {requestedSampleFormat}");
}
if (!_audioDevice.SupportsChannelCount((int)requestedChannelCount))
{
throw new ArgumentException($"This sound device does not support channel count {requestedChannelCount}");
}
SoundIOOutStream result = _audioDevice.CreateOutStream();
result.Name = "Ryujinx";
result.Layout = SoundIOChannelLayout.GetDefault((int)requestedChannelCount);
result.Format = driverSampleFormat;
result.SampleRate = (int)requestedSampleRate;
return result;
}
internal void FlushContextEvents()
{
_audioContext.FlushEvents();
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
while (_sessions.Count > 0)
{
SoundIoHardwareDeviceSession session = _sessions[_sessions.Count - 1];
session.Dispose();
}
_audioContext.Disconnect();
_audioContext.Dispose();
}
}
public bool SupportsSampleRate(uint sampleRate)
{
return _audioDevice.SupportsSampleRate((int)sampleRate);
}
public bool SupportsSampleFormat(SampleFormat sampleFormat)
{
return _audioDevice.SupportsFormat(GetSoundIoFormat(sampleFormat));
}
public bool SupportsChannelCount(uint channelCount)
{
return _audioDevice.SupportsChannelCount((int)channelCount);
}
public bool SupportsDirection(Direction direction)
{
// TODO: add direction input when supported.
return direction == Direction.Output;
}
}
}