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path: root/src/core/hle/service/audio/audren_u.cpp
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2024-02-20audio: split IAudioDevice, IAudioRenderer, move IAudioRendererManagerLiam
2024-01-28Use the input process handle to get the correct application's memoryKelebek1
2024-01-25result: Make fully constexpr, add ON_RESULT_INCLUDEDFearlessTobi
2023-12-24service: fetch objects from the client handle tableLiam
2023-12-16Have GetActiveChannelCount return the system channels instead of host device ↵Kelebek1
channels
2023-09-04Rework ADSP into a wrapper for appsKelebek1
2023-07-31audren_u: Fix parameter alignmentMorph
The reduction in size from 0x38 to 0x34 caused the parameter to be misaligned. Skipping 1 word fixes this.
2023-06-30general: Use ScratchBuffer where possibleMorph
2023-06-22Remove memory allocations in some hot pathsKelebek1
2023-03-06hle: rename legacy errors to ResultsLiam
2023-03-01service: move hle_ipc from kernelLiam
2023-02-21service: refactor server architectureLiam
Converts services to have their own processes
2023-02-13general: rename CurrentProcess to ApplicationProcessLiam
2023-02-03Revert "Merge pull request #9718 from yuzu-emu/revert-9508-hle-ipc-buffer-span"ameerj
This reverts commit 25fc5c0e1158cb8e81cbc769b24ad84032a1fbfd, reversing changes made to af20e25081f97d55b451606c87922e2b49f0d363.
2023-02-02Revert "hle_ipc: Use std::span to avoid heap allocations/copies when calling ↵liamwhite
ReadBuffer"
2022-12-28hle_ipc: Rename ReadBufferSpan to ReadBufferameerj
2022-12-25service: Use ReadBufferSpan where it is trivial to do soameerj
2022-12-14Revert "hle: service: audio: Use default service thread."bunnei
2022-12-04Merge pull request #9232 from bunnei/audio-default-threadliamwhite
hle: service: audio: Use default service thread.
2022-12-03Merge pull request #9289 from liamwhite/fruit-companyliamwhite
general: fix compile for Apple Clang
2022-11-23service: Make use of buffer element count helpersLioncash
2022-11-22general: fix compile for Apple ClangLiam
2022-11-11hle: service: audio: Use default service thread.bunnei
- This was arbitrarily added by me, and does not appear to be helpful.
2022-10-19Update audio_core for firmware 15.0.0Kelebek1
2022-10-12kernel: remove KWritableEventLiam
2022-09-15audio_device: Mark member functions as const where applicableLioncash
These member functions don't modify any internal state.
2022-08-24Implement AudRenU:RequestUpdateAuto, and use C descriptors when B reports as ↵Kelebek1
empty.
2022-07-22Project AndioKelebek1
2022-04-23general: Convert source file copyright comments over to SPDXMorph
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-02hle: service: audio: Create a service thread where appropriate.bunnei
2021-11-03core: Remove unused includesameerj
2021-10-07service: Reduce header include overheadMorph
2021-10-01service: Replace service event creation with ServiceContext::CreateEventMorph
The service context helps to manage all created events and allows us to close them upon destruction.
2021-09-26service/audio: Update to 13.0.0german77
2021-07-06Report 2 channels active. Fixes Tales of Vesperia's mono channel audio.Kelebek1
2021-07-01Fix XC2/VOEZ crashing, add audio looping and a few misc fixesKelebek1
2021-06-27Decouple audio processing and run at variable rateKelebek1
Currently, processing of audio samples is called from AudioRenderer's Update method, using a fixed 4 buffers to process the given samples. Games call Update at variable rates, depending on framerate and/or sample count, which causes inconsistency in audio processing. From what I've seen, 60 FPS games update every ~0.004s, but 30 FPS/160 sample games update somewhere between 0.02 and 0.04, 5-10x slower. Not enough samples get fed to the backend, leading to a lot of audio skipping. This PR seeks to address this by de-coupling the audio consumption and the audio update. Update remains the same without calling for buffer queuing, and the consume now schedules itself to run based on the sample rate and count.
2021-06-02general: Replace RESULT_SUCCESS with ResultSuccessMorph
Transition to PascalCase for result names.
2021-05-16core: Make variable shadowing a compile-time errorLioncash
Now that we have most of core free of shadowing, we can enable the warning as an error to catch anything that may be remaining and also eliminate this class of logic bug entirely.
2021-05-11audrenbunnei
2021-05-05hle: kernel: Migrate KReadableEvent and KWritableEvent to KAutoObject.bunnei
2021-05-05hle: kernel: Ensure all kernel objects with KAutoObject are properly created.bunnei
2021-05-05hle: kernel: Migrate KEvent to KAutoObject.bunnei
2021-05-04service: Resolve cases of member field shadowingLioncash
Now all that remains is for kernel code to be 'shadow-free' and then -Wshadow can be turned into an error.
2021-04-08audren_u: Use proper namesgerman77
2021-02-05hle: kernel: Reimplement KReadableEvent and KWritableEvent.bunnei
2021-02-05hle: kernel: Rename WritableEvent to KWritableEvent.bunnei
2021-02-05hle: kernel: Rename ReadableEvent to KReadableEvent.bunnei
2020-12-28hle: service: Acquire and release a lock on requests.bunnei
- This makes it such that we can safely access service members from CoreTiming thread.
2020-11-26service: Eliminate usages of the global system instanceLioncash
Completely removes all usages of the global system instance within the services code by passing in the using system instance to the services.