aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Audio.Renderer/Server/RendererSystemContext.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/RendererSystemContext.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/RendererSystemContext.cs')
-rw-r--r--Ryujinx.Audio.Renderer/Server/RendererSystemContext.cs65
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;
- }
-}