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.HLE/HOS/Services/Audio/AudioIn/AudioIn.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.HLE/HOS/Services/Audio/AudioIn/AudioIn.cs')
| -rw-r--r-- | Ryujinx.HLE/HOS/Services/Audio/AudioIn/AudioIn.cs | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/Ryujinx.HLE/HOS/Services/Audio/AudioIn/AudioIn.cs b/Ryujinx.HLE/HOS/Services/Audio/AudioIn/AudioIn.cs new file mode 100644 index 00000000..ee85ded9 --- /dev/null +++ b/Ryujinx.HLE/HOS/Services/Audio/AudioIn/AudioIn.cs @@ -0,0 +1,108 @@ +using Ryujinx.Audio.Common; +using Ryujinx.Audio.Input; +using Ryujinx.Audio.Integration; +using Ryujinx.HLE.HOS.Kernel; +using Ryujinx.HLE.HOS.Kernel.Threading; +using Ryujinx.HLE.HOS.Services.Audio.AudioRenderer; +using System; + +namespace Ryujinx.HLE.HOS.Services.Audio.AudioIn +{ + class AudioIn : IAudioIn + { + private AudioInputSystem _system; + private uint _processHandle; + private KernelContext _kernelContext; + + public AudioIn(AudioInputSystem system, KernelContext kernelContext, uint processHandle) + { + _system = system; + _kernelContext = kernelContext; + _processHandle = processHandle; + } + + public ResultCode AppendBuffer(ulong bufferTag, ref AudioUserBuffer buffer) + { + return (ResultCode)_system.AppendBuffer(bufferTag, ref buffer); + } + + public ResultCode AppendUacBuffer(ulong bufferTag, ref AudioUserBuffer buffer, uint handle) + { + return (ResultCode)_system.AppendUacBuffer(bufferTag, ref buffer, handle); + } + + public bool ContainsBuffer(ulong bufferTag) + { + return _system.ContainsBuffer(bufferTag); + } + + public void Dispose() + { + Dispose(true); + } + + protected virtual void Dispose(bool disposing) + { + if (disposing) + { + _system.Dispose(); + + _kernelContext.Syscall.CloseHandle((int)_processHandle); + } + } + + public bool FlushBuffers() + { + return _system.FlushBuffers(); + } + + public uint GetBufferCount() + { + return _system.GetBufferCount(); + } + + public ResultCode GetReleasedBuffers(Span<ulong> releasedBuffers, out uint releasedCount) + { + return (ResultCode)_system.GetReleasedBuffers(releasedBuffers, out releasedCount); + } + + public AudioDeviceState GetState() + { + return _system.GetState(); + } + + public float GetVolume() + { + return _system.GetVolume(); + } + + public KEvent RegisterBufferEvent() + { + IWritableEvent outEvent = _system.RegisterBufferEvent(); + + if (outEvent is AudioKernelEvent) + { + return ((AudioKernelEvent)outEvent).Event; + } + else + { + throw new NotImplementedException(); + } + } + + public void SetVolume(float volume) + { + _system.SetVolume(volume); + } + + public ResultCode Start() + { + return (ResultCode)_system.Start(); + } + + public ResultCode Stop() + { + return (ResultCode)_system.Stop(); + } + } +}
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