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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/Integration/IHardwareDevice.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
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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 System;
+using System.Diagnostics;
+
+namespace Ryujinx.Audio.Integration
+{
+ /// <summary>
+ /// Represent an hardware device used in <see cref="Renderer.Dsp.Command.DeviceSinkCommand"/>
+ /// </summary>
+ public interface IHardwareDevice : IDisposable
+ {
+ /// <summary>
+ /// Get the supported sample rate of this device.
+ /// </summary>
+ /// <returns>The supported sample rate of this device.</returns>
+ uint GetSampleRate();
+
+ /// <summary>
+ /// Get the channel count supported by this device.
+ /// </summary>
+ /// <returns>The channel count supported by this device.</returns>
+ uint GetChannelCount();
+
+ /// <summary>
+ /// Appends new PCM16 samples to the device.
+ /// </summary>
+ /// <param name="data">The new PCM16 samples.</param>
+ /// <param name="channelCount">The number of channels.</param>
+ void AppendBuffer(ReadOnlySpan<short> data, uint channelCount);
+
+ /// <summary>
+ /// Check if the audio renderer needs to perform downmixing.
+ /// </summary>
+ /// <returns>True if downmixing is needed.</returns>
+ public bool NeedDownmixing()
+ {
+ uint channelCount = GetChannelCount();
+
+ Debug.Assert(channelCount > 0 && channelCount <= Constants.ChannelCountMax);
+
+ return channelCount != Constants.ChannelCountMax;
+ }
+ }
+}