aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Audio/Renderer/Parameter/EffectInParameter.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/Parameter/EffectInParameter.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/Parameter/EffectInParameter.cs')
-rw-r--r--Ryujinx.Audio/Renderer/Parameter/EffectInParameter.cs103
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;
+ }
+ }
+}