aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Audio.Renderer/Server/Effect/EffectContext.cs
diff options
context:
space:
mode:
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/Server/Effect/EffectContext.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/Server/Effect/EffectContext.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Server/Effect/EffectContext.cs82
1 files changed, 0 insertions, 82 deletions
diff --git a/Ryujinx.Audio.Renderer/Server/Effect/EffectContext.cs b/Ryujinx.Audio.Renderer/Server/Effect/EffectContext.cs
deleted file mode 100644
index ff6051ae..00000000
--- a/Ryujinx.Audio.Renderer/Server/Effect/EffectContext.cs
+++ /dev/null
@@ -1,82 +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 System.Diagnostics;
-
-namespace Ryujinx.Audio.Renderer.Server.Effect
-{
- /// <summary>
- /// Effect context.
- /// </summary>
- public class EffectContext
- {
- /// <summary>
- /// Storage for <see cref="BaseEffect"/>.
- /// </summary>
- private BaseEffect[] _effects;
-
- /// <summary>
- /// The total effect count.
- /// </summary>
- private uint _effectCount;
-
- /// <summary>
- /// Create a new <see cref="EffectContext"/>.
- /// </summary>
- public EffectContext()
- {
- _effects = null;
- _effectCount = 0;
- }
-
- /// <summary>
- /// Initialize the <see cref="EffectContext"/>.
- /// </summary>
- /// <param name="effectCount">The total effect count.</param>
- public void Initialize(uint effectCount)
- {
- _effectCount = effectCount;
- _effects = new BaseEffect[effectCount];
-
- for (int i = 0; i < _effectCount; i++)
- {
- _effects[i] = new BaseEffect();
- }
- }
-
- /// <summary>
- /// Get the total effect count.
- /// </summary>
- /// <returns>The total effect count.</returns>
- public uint GetCount()
- {
- return _effectCount;
- }
-
- /// <summary>
- /// Get a reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.
- /// </summary>
- /// <param name="index">The index to use.</param>
- /// <returns>A reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.</returns>
- public ref BaseEffect GetEffect(int index)
- {
- Debug.Assert(index >= 0 && index < _effectCount);
-
- return ref _effects[index];
- }
- }
-}