diff options
| author | Mary <me@thog.eu> | 2021-02-26 01:11:56 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-02-26 01:11:56 +0100 |
| commit | f556c80d0230056335632b60c71f1567e177239e (patch) | |
| tree | 748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio.Renderer/Common/VoiceUpdateState.cs | |
| parent | 1c49089ff00fc87dc4872f135dc6a0d36169a970 (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.cs | 121 |
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; - } - } - } -} |
