mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-25 19:45:13 +00:00
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
137 lines
4.2 KiB
C#
137 lines
4.2 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 System;
|
|
using System.Threading;
|
|
|
|
namespace Ryujinx.Audio
|
|
{
|
|
/// <summary>
|
|
/// Manage audio input and output system.
|
|
/// </summary>
|
|
public class AudioManager : IDisposable
|
|
{
|
|
/// <summary>
|
|
/// Lock used to control the waiters registration.
|
|
/// </summary>
|
|
private object _lock = new object();
|
|
|
|
/// <summary>
|
|
/// Events signaled when the driver played audio buffers.
|
|
/// </summary>
|
|
private ManualResetEvent[] _updateRequiredEvents;
|
|
|
|
/// <summary>
|
|
/// Action to execute when the driver played audio buffers.
|
|
/// </summary>
|
|
private Action[] _actions;
|
|
|
|
/// <summary>
|
|
/// The worker thread in charge of handling sessions update.
|
|
/// </summary>
|
|
private Thread _workerThread;
|
|
|
|
/// <summary>
|
|
/// Create a new <see cref="AudioManager"/>.
|
|
/// </summary>
|
|
public AudioManager()
|
|
{
|
|
_updateRequiredEvents = new ManualResetEvent[2];
|
|
_actions = new Action[2];
|
|
|
|
// Termination event.
|
|
_updateRequiredEvents[1] = new ManualResetEvent(false);
|
|
|
|
_workerThread = new Thread(Update)
|
|
{
|
|
Name = "AudioManager.Worker"
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start the <see cref="AudioManager"/>.
|
|
/// </summary>
|
|
public void Start()
|
|
{
|
|
if (_workerThread.IsAlive)
|
|
{
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
_workerThread.Start();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initialize update handlers.
|
|
/// </summary>
|
|
/// <param name="updatedRequiredEvent ">The driver event that will get signaled by the device driver when an audio buffer finished playing/being captured</param>
|
|
/// <param name="outputCallback">The callback to call when an audio buffer finished playing</param>
|
|
/// <param name="inputCallback">The callback to call when an audio buffer was captured</param>
|
|
public void Initialize(ManualResetEvent updatedRequiredEvent, Action outputCallback, Action inputCallback)
|
|
{
|
|
lock (_lock)
|
|
{
|
|
_updateRequiredEvents[0] = updatedRequiredEvent;
|
|
_actions[0] = outputCallback;
|
|
_actions[1] = inputCallback;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Entrypoint of the <see cref="_workerThread"/> in charge of updating the <see cref="AudioManager"/>.
|
|
/// </summary>
|
|
private void Update()
|
|
{
|
|
while (true)
|
|
{
|
|
int index = WaitHandle.WaitAny(_updateRequiredEvents);
|
|
|
|
// Last index is here to indicate thread termination.
|
|
if (index + 1 == _updateRequiredEvents.Length)
|
|
{
|
|
break;
|
|
}
|
|
|
|
lock (_lock)
|
|
{
|
|
foreach (Action action in _actions)
|
|
{
|
|
action?.Invoke();
|
|
}
|
|
|
|
_updateRequiredEvents[0].Reset();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
_updateRequiredEvents[1].Set();
|
|
_workerThread.Join();
|
|
|
|
_updateRequiredEvents[1].Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|