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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/Parameter/MixParameter.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/Parameter/MixParameter.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Parameter/MixParameter.cs112
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diff --git a/Ryujinx.Audio.Renderer/Parameter/MixParameter.cs b/Ryujinx.Audio.Renderer/Parameter/MixParameter.cs
deleted file mode 100644
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--- a/Ryujinx.Audio.Renderer/Parameter/MixParameter.cs
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@@ -1,112 +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.Common.Utilities;
-using System;
-using System.Runtime.InteropServices;
-
-namespace Ryujinx.Audio.Renderer.Parameter
-{
- /// <summary>
- /// Input information for a mix.
- /// </summary>
- /// <remarks>Also used on the client side for mix tracking.</remarks>
- [StructLayout(LayoutKind.Sequential, Pack = 1)]
- public struct MixParameter
- {
- /// <summary>
- /// Base volume of the mix.
- /// </summary>
- public float Volume;
-
- /// <summary>
- /// Target sample rate of the mix.
- /// </summary>
- public uint SampleRate;
-
- /// <summary>
- /// Target buffer count.
- /// </summary>
- public uint BufferCount;
-
- /// <summary>
- /// Set to true if in use.
- /// </summary>
- [MarshalAs(UnmanagedType.I1)]
- public bool IsUsed;
-
- /// <summary>
- /// Set to true if it was changed.
- /// </summary>
- [MarshalAs(UnmanagedType.I1)]
- public bool IsDirty;
-
- /// <summary>
- /// Reserved/padding.
- /// </summary>
- private ushort _reserved1;
-
- /// <summary>
- /// The id of the mix.
- /// </summary>
- public int MixId;
-
- /// <summary>
- /// The effect count. (client side)
- /// </summary>
- public uint EffectCount;
-
- /// <summary>
- /// The mix node id.
- /// </summary>
- public int NodeId;
-
- /// <summary>
- /// Reserved/padding.
- /// </summary>
- private ulong _reserved2;
-
- /// <summary>
- /// Mix buffer volumes storage.
- /// </summary>
- private MixVolumeArray _mixBufferVolumeArray;
-
- /// <summary>
- /// The mix to output the result of this mix.
- /// </summary>
- public int DestinationMixId;
-
- /// <summary>
- /// The splitter to output the result of this mix.
- /// </summary>
- public uint DestinationSplitterId;
-
- /// <summary>
- /// Reserved/padding.
- /// </summary>
- private uint _reserved3;
-
- [StructLayout(LayoutKind.Sequential, Size = 4 * RendererConstants.MixBufferCountMax * RendererConstants.MixBufferCountMax, Pack = 1)]
- private struct MixVolumeArray { }
-
- /// <summary>
- /// Mix buffer volumes.
- /// </summary>
- /// <remarks>Used when no splitter id is specified.</remarks>
- public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixBufferVolumeArray);
- }
-}