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/Server/RendererSystemContext.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/Server/RendererSystemContext.cs')
| -rw-r--r-- | Ryujinx.Audio.Renderer/Server/RendererSystemContext.cs | 65 |
1 files changed, 0 insertions, 65 deletions
diff --git a/Ryujinx.Audio.Renderer/Server/RendererSystemContext.cs b/Ryujinx.Audio.Renderer/Server/RendererSystemContext.cs deleted file mode 100644 index a89a8a60..00000000 --- a/Ryujinx.Audio.Renderer/Server/RendererSystemContext.cs +++ /dev/null @@ -1,65 +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.Server.Upsampler; -using System; - -namespace Ryujinx.Audio.Renderer.Server -{ - /// <summary> - /// Represents a lite version of <see cref="AudioRenderSystem"/> used by the <see cref="Dsp.AudioProcessor"/> - /// </summary> - /// <remarks> - /// This also allows to reduce dependencies on the <see cref="AudioRenderSystem"/> for unit testing. - /// </remarks> - public sealed class RendererSystemContext - { - /// <summary> - /// The session id of the current renderer. - /// </summary> - public int SessionId; - - /// <summary> - /// The target channel count for sink. - /// </summary> - /// <remarks>See <see cref="CommandGenerator.GenerateDevice(Sink.DeviceSink, ref Mix.MixState)"/> for usage.</remarks> - public uint ChannelCount; - - /// <summary> - /// The total count of mix buffer. - /// </summary> - public uint MixBufferCount; - - /// <summary> - /// Instance of the <see cref="BehaviourContext"/> used to derive bug fixes and features of the current audio renderer revision. - /// </summary> - public BehaviourContext BehaviourContext; - - /// <summary> - /// Instance of the <see cref="UpsamplerManager"/> used for upsampling (see <see cref="UpsamplerState"/>) - /// </summary> - public UpsamplerManager UpsamplerManager; - - /// <summary> - /// The memory to use for depop processing. - /// </summary> - /// <remarks> - /// See <see cref="Dsp.Command.DepopForMixBuffersCommand"/> and <see cref="Dsp.Command.DepopPrepareCommand"/> - /// </remarks> - public Memory<float> DepopBuffer; - } -} |
