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/Integration/HardwareDeviceImpl.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/Integration/HardwareDeviceImpl.cs')
| -rw-r--r-- | Ryujinx.Audio/Integration/HardwareDeviceImpl.cs | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/Ryujinx.Audio/Integration/HardwareDeviceImpl.cs b/Ryujinx.Audio/Integration/HardwareDeviceImpl.cs new file mode 100644 index 00000000..d489b008 --- /dev/null +++ b/Ryujinx.Audio/Integration/HardwareDeviceImpl.cs @@ -0,0 +1,82 @@ +// +// 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.Common; +using System; +using System.Runtime.InteropServices; + +namespace Ryujinx.Audio.Integration +{ + public class HardwareDeviceImpl : IHardwareDevice + { + private IHardwareDeviceSession _session; + private uint _channelCount; + private uint _sampleRate; + private uint _currentBufferTag; + + private byte[] _buffer; + + public HardwareDeviceImpl(IHardwareDeviceDriver deviceDriver, uint channelCount, uint sampleRate) + { + _session = deviceDriver.OpenDeviceSession(IHardwareDeviceDriver.Direction.Output, null, SampleFormat.PcmInt16, sampleRate, channelCount); + _channelCount = channelCount; + _sampleRate = sampleRate; + _currentBufferTag = 0; + + _buffer = new byte[Constants.TargetSampleCount * channelCount * sizeof(ushort)]; + + _session.Start(); + } + + public void AppendBuffer(ReadOnlySpan<short> data, uint channelCount) + { + data.CopyTo(MemoryMarshal.Cast<byte, short>(_buffer)); + + _session.QueueBuffer(new AudioBuffer + { + DataPointer = _currentBufferTag++, + Data = _buffer, + DataSize = (ulong)_buffer.Length, + }); + + _currentBufferTag = _currentBufferTag % 4; + } + + public uint GetChannelCount() + { + return _channelCount; + } + + public uint GetSampleRate() + { + return _sampleRate; + } + + public void Dispose() + { + Dispose(true); + } + + protected virtual void Dispose(bool disposing) + { + if (disposing) + { + _session.Dispose(); + } + } + } +} |
