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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.HLE/HOS/Services/Audio/IAudioInManager.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.HLE/HOS/Services/Audio/IAudioInManager.cs')
-rw-r--r--Ryujinx.HLE/HOS/Services/Audio/IAudioInManager.cs85
1 files changed, 5 insertions, 80 deletions
diff --git a/Ryujinx.HLE/HOS/Services/Audio/IAudioInManager.cs b/Ryujinx.HLE/HOS/Services/Audio/IAudioInManager.cs
index b3f7f5e0..9bbe5b0e 100644
--- a/Ryujinx.HLE/HOS/Services/Audio/IAudioInManager.cs
+++ b/Ryujinx.HLE/HOS/Services/Audio/IAudioInManager.cs
@@ -1,87 +1,12 @@
-using Ryujinx.Cpu;
-using Ryujinx.Memory;
-using System;
-using System.Text;
+using Ryujinx.Audio.Common;
+using Ryujinx.HLE.HOS.Services.Audio.AudioIn;
namespace Ryujinx.HLE.HOS.Services.Audio
{
- [Service("audin:u")]
- class IAudioInManager : IpcService
+ interface IAudioInManager
{
- private const string DefaultAudioInsName = "BuiltInHeadset";
+ public string[] ListAudioIns(bool filtered);
- public IAudioInManager(ServiceCtx context) { }
-
- [Command(0)]
- // ListAudioIns() -> (u32 count, buffer<bytes, 6> names)
- public ResultCode ListAudioIns(ServiceCtx context)
- {
- long bufferPosition = context.Request.ReceiveBuff[0].Position;
- long bufferSize = context.Request.ReceiveBuff[0].Size;
-
- // NOTE: The service check if AudioInManager thread is started, if not it starts it.
-
- uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, false);
-
- context.ResponseData.Write(count);
-
- return ResultCode.Success;
- }
-
- [Command(2)] // 3.0.0+
- // ListAudioInsAuto() -> (u32 count, buffer<bytes, 0x22> names)
- public ResultCode ListAudioInsAuto(ServiceCtx context)
- {
- (long bufferPosition, long bufferSize) = context.Request.GetBufferType0x22();
-
- // NOTE: The service check if AudioInManager thread is started, if not it starts it.
-
- uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, false);
-
- context.ResponseData.Write(count);
-
- return ResultCode.Success;
- }
-
- [Command(4)] // 3.0.0+
- // ListAudioInsAutoFiltered() -> (u32 count, buffer<bytes, 0x22> names)
- public ResultCode ListAudioInsAutoFiltered(ServiceCtx context)
- {
- (long bufferPosition, long bufferSize) = context.Request.GetBufferType0x22();
-
- // NOTE: The service check if AudioInManager thread is started, if not it starts it.
-
- uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, true);
-
- context.ResponseData.Write(count);
-
- return ResultCode.Success;
- }
-
- private uint ListAudioInsImpl(IVirtualMemoryManager memory, long bufferPosition, long bufferSize, bool filtered = false)
- {
- uint count = 0;
-
- MemoryHelper.FillWithZeros(memory, bufferPosition, (int)bufferSize);
-
- if (bufferSize > 0)
- {
- // NOTE: The service also check that the input target is enabled when in filtering mode, as audctl and most of the audin logic isn't supported, we don't support it.
- if (!filtered)
- {
- byte[] deviceNameBuffer = Encoding.ASCII.GetBytes(DefaultAudioInsName + "\0");
-
- memory.Write((ulong)bufferPosition, deviceNameBuffer);
-
- count++;
- }
-
- // NOTE: The service adds other input devices names available in the buffer,
- // every name is aligned to 0x100 bytes.
- // Since we don't support it for now, it's fine to do nothing here.
- }
-
- return count;
- }
+ public ResultCode OpenAudioIn(ServiceCtx context, out string outputDeviceName, out AudioOutputConfiguration outputConfiguration, out IAudioIn obj, string inputDeviceName, ref AudioInputConfiguration parameter, ulong appletResourceUserId, uint processHandle);
}
} \ No newline at end of file