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authorMary <me@thog.eu>2021-02-26 01:11:56 +0100
committerGitHub <noreply@github.com>2021-02-26 01:11:56 +0100
commitf556c80d0230056335632b60c71f1567e177239e (patch)
tree748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio.Renderer/Common/VoiceUpdateState.cs
parent1c49089ff00fc87dc4872f135dc6a0d36169a970 (diff)
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
Diffstat (limited to 'Ryujinx.Audio.Renderer/Common/VoiceUpdateState.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Common/VoiceUpdateState.cs121
1 files changed, 0 insertions, 121 deletions
diff --git a/Ryujinx.Audio.Renderer/Common/VoiceUpdateState.cs b/Ryujinx.Audio.Renderer/Common/VoiceUpdateState.cs
deleted file mode 100644
index b455ff5c..00000000
--- a/Ryujinx.Audio.Renderer/Common/VoiceUpdateState.cs
+++ /dev/null
@@ -1,121 +0,0 @@
-//
-// 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.Renderer.Dsp.State;
-using Ryujinx.Common.Memory;
-using Ryujinx.Common.Utilities;
-using System;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Audio.Renderer.Common
-{
- /// <summary>
- /// Represent the update state of a voice.
- /// </summary>
- /// <remarks>This is shared between the server and audio processor.</remarks>
- [StructLayout(LayoutKind.Sequential, Pack = Align)]
- public struct VoiceUpdateState
- {
- public const int Align = 0x10;
- public const int BiquadStateOffset = 0x0;
- public const int BiquadStateSize = 0x10;
-
- /// <summary>
- /// The state of the biquad filters of this voice.
- /// </summary>
- public Array2<BiquadFilterState> BiquadFilterState;
-
- /// <summary>
- /// The total amount of samples that was played.
- /// </summary>
- /// <remarks>This is reset to 0 when a <see cref="WaveBuffer"/> finishes playing and <see cref="WaveBuffer.IsEndOfStream"/> is set.</remarks>
- /// <remarks>This is reset to 0 when looping while <see cref="Parameter.VoiceInParameter.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks>
- public ulong PlayedSampleCount;
-
- /// <summary>
- /// The current sample offset in the <see cref="WaveBuffer"/> pointed by <see cref="WaveBufferIndex"/>.
- /// </summary>
- public int Offset;
-
- /// <summary>
- /// The current index of the <see cref="WaveBuffer"/> in use.
- /// </summary>
- public uint WaveBufferIndex;
-
- private WaveBufferValidArray _isWaveBufferValid;
-
- /// <summary>
- /// The total amount of <see cref="WaveBuffer"/> consumed.
- /// </summary>
- public uint WaveBufferConsumed;
-
- /// <summary>
- /// Pitch used for Sample Rate Conversion.
- /// </summary>
- public Array8<short> Pitch;
-
- public float Fraction;
-
- /// <summary>
- /// The ADPCM loop context when <see cref="SampleFormat.Adpcm"/> is in use.
- /// </summary>
- public AdpcmLoopContext LoopContext;
-
- /// <summary>
- /// The last samples after a mix ramp.
- /// </summary>
- /// <remarks>This is used for depop (to perform voice drop).</remarks>
- public Array24<float> LastSamples;
-
- /// <summary>
- /// The current count of loop performed.
- /// </summary>
- public int LoopCount;
-
- [StructLayout(LayoutKind.Sequential, Size = 1 * RendererConstants.VoiceWaveBufferCount, Pack = 1)]
- private struct WaveBufferValidArray { }
-
- /// <summary>
- /// Contains information of <see cref="WaveBuffer"/> validity.
- /// </summary>
- public Span<bool> IsWaveBufferValid => SpanHelpers.AsSpan<WaveBufferValidArray, bool>(ref _isWaveBufferValid);
-
- /// <summary>
- /// Mark the current <see cref="WaveBuffer"/> as played and switch to the next one.
- /// </summary>
- /// <param name="waveBuffer">The current <see cref="WaveBuffer"/></param>
- /// <param name="waveBufferIndex">The wavebuffer index.</param>
- /// <param name="waveBufferConsumed">The amount of wavebuffers consumed.</param>
- /// <param name="playedSampleCount">The total count of sample played.</param>
- public void MarkEndOfBufferWaveBufferProcessing(ref WaveBuffer waveBuffer, ref int waveBufferIndex, ref uint waveBufferConsumed, ref ulong playedSampleCount)
- {
- IsWaveBufferValid[waveBufferIndex++] = false;
- LoopCount = 0;
- waveBufferConsumed++;
-
- if (waveBufferIndex >= RendererConstants.VoiceWaveBufferCount)
- {
- waveBufferIndex = 0;
- }
-
- if (waveBuffer.IsEndOfStream)
- {
- playedSampleCount = 0;
- }
- }
- }
-}