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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/Backends/Dummy/DummyHardwareDeviceSessionOutput.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/Backends/Dummy/DummyHardwareDeviceSessionOutput.cs')
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diff --git a/Ryujinx.Audio/Backends/Dummy/DummyHardwareDeviceSessionOutput.cs b/Ryujinx.Audio/Backends/Dummy/DummyHardwareDeviceSessionOutput.cs
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+++ b/Ryujinx.Audio/Backends/Dummy/DummyHardwareDeviceSessionOutput.cs
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+//
+// 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.Backends.Common;
+using Ryujinx.Audio.Common;
+using Ryujinx.Audio.Integration;
+using Ryujinx.Memory;
+using System.Threading;
+
+namespace Ryujinx.Audio.Backends.Dummy
+{
+ internal class DummyHardwareDeviceSessionOutput : HardwareDeviceSessionOutputBase
+ {
+ private float _volume;
+ private IHardwareDeviceDriver _manager;
+
+ private ulong _playedSampleCount;
+
+ public DummyHardwareDeviceSessionOutput(IHardwareDeviceDriver manager, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
+ {
+ _volume = 1.0f;
+ _manager = manager;
+ }
+
+ public override void Dispose()
+ {
+ // Nothing to do.
+ }
+
+ public override ulong GetPlayedSampleCount()
+ {
+ return Interlocked.Read(ref _playedSampleCount);
+ }
+
+ public override float GetVolume()
+ {
+ return _volume;
+ }
+
+ public override void PrepareToClose() { }
+
+ public override void QueueBuffer(AudioBuffer buffer)
+ {
+ Interlocked.Add(ref _playedSampleCount, GetSampleCount(buffer));
+
+ _manager.GetUpdateRequiredEvent().Set();
+ }
+
+ public override void SetVolume(float volume)
+ {
+ _volume = volume;
+ }
+
+ public override void Start() { }
+
+ public override void Stop() { }
+
+ public override void UnregisterBuffer(AudioBuffer buffer) { }
+
+ public override bool WasBufferFullyConsumed(AudioBuffer buffer)
+ {
+ return true;
+ }
+ }
+} \ No newline at end of file