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| 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/Parameter/EffectInParameter.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/Parameter/EffectInParameter.cs')
| -rw-r--r-- | Ryujinx.Audio/Renderer/Parameter/EffectInParameter.cs | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/Ryujinx.Audio/Renderer/Parameter/EffectInParameter.cs b/Ryujinx.Audio/Renderer/Parameter/EffectInParameter.cs new file mode 100644 index 00000000..af8edeff --- /dev/null +++ b/Ryujinx.Audio/Renderer/Parameter/EffectInParameter.cs @@ -0,0 +1,103 @@ +// +// 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.Common; +using Ryujinx.Common.Utilities; +using System; +using System.Runtime.InteropServices; + +namespace Ryujinx.Audio.Renderer.Parameter +{ + /// <summary> + /// Input information for an effect. + /// </summary> + [StructLayout(LayoutKind.Sequential, Pack = 1)] + public struct EffectInParameter + { + /// <summary> + /// Type of the effect. + /// </summary> + public EffectType Type; + + /// <summary> + /// Set to true if the effect is new. + /// </summary> + [MarshalAs(UnmanagedType.I1)] + public bool IsNew; + + /// <summary> + /// Set to true if the effect must be active. + /// </summary> + [MarshalAs(UnmanagedType.I1)] + public bool IsEnabled; + + /// <summary> + /// Reserved/padding. + /// </summary> + private byte _reserved1; + + /// <summary> + /// The target mix id of the effect. + /// </summary> + public int MixId; + + /// <summary> + /// Address of the processing workbuffer. + /// </summary> + /// <remarks>This is additional data that could be required by the effect processing.</remarks> + public ulong BufferBase; + + /// <summary> + /// Size of the processing workbuffer. + /// </summary> + /// <remarks>This is additional data that could be required by the effect processing.</remarks> + public ulong BufferSize; + + /// <summary> + /// Position of the effect while processing effects. + /// </summary> + public uint ProcessingOrder; + + /// <summary> + /// Reserved/padding. + /// </summary> + private uint _reserved2; + + /// <summary> + /// Specific data storage. + /// </summary> + private SpecificDataStruct _specificDataStart; + + [StructLayout(LayoutKind.Sequential, Size = 0xA0, Pack = 1)] + private struct SpecificDataStruct { } + + /// <summary> + /// Specific data changing depending of the <see cref="Type"/>. See also the <see cref="Effect"/> namespace. + /// </summary> + public Span<byte> SpecificData => SpanHelpers.AsSpan<SpecificDataStruct, byte>(ref _specificDataStart); + + /// <summary> + /// Check if the given channel count is valid. + /// </summary> + /// <param name="channelCount">The channel count to check</param> + /// <returns>Returns true if the channel count is valid.</returns> + public static bool IsChannelCountValid(int channelCount) + { + return channelCount == 1 || channelCount == 2 || channelCount == 4 || channelCount == 6; + } + } +} |
