f556c80d02
* 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
120 lines
4.0 KiB
C#
120 lines
4.0 KiB
C#
//
|
|
// 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.Audio.Renderer.Parameter;
|
|
using Ryujinx.Audio.Renderer.Server.MemoryPool;
|
|
using System.Diagnostics;
|
|
using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Server.Sink
|
|
{
|
|
/// <summary>
|
|
/// Base class used for server information of a sink.
|
|
/// </summary>
|
|
public class BaseSink
|
|
{
|
|
/// <summary>
|
|
/// The type of this <see cref="BaseSink"/>.
|
|
/// </summary>
|
|
public SinkType Type;
|
|
|
|
/// <summary>
|
|
/// Set to true if the sink is used.
|
|
/// </summary>
|
|
public bool IsUsed;
|
|
|
|
/// <summary>
|
|
/// Set to true if the sink need to be skipped because of invalid state.
|
|
/// </summary>
|
|
public bool ShouldSkip;
|
|
|
|
/// <summary>
|
|
/// The node id of the sink.
|
|
/// </summary>
|
|
public int NodeId;
|
|
|
|
/// <summary>
|
|
/// Create a new <see cref="BaseSink"/>.
|
|
/// </summary>
|
|
public BaseSink()
|
|
{
|
|
CleanUp();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clean up the internal state of the <see cref="BaseSink"/>.
|
|
/// </summary>
|
|
public virtual void CleanUp()
|
|
{
|
|
Type = TargetSinkType;
|
|
IsUsed = false;
|
|
ShouldSkip = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The target <see cref="SinkType"/> handled by this <see cref="BaseSink"/>.
|
|
/// </summary>
|
|
public virtual SinkType TargetSinkType => SinkType.Invalid;
|
|
|
|
/// <summary>
|
|
/// Check if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.
|
|
/// </summary>
|
|
/// <param name="parameter">The user parameter.</param>
|
|
/// <returns>Return true, if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.</returns>
|
|
public bool IsTypeValid(ref SinkInParameter parameter)
|
|
{
|
|
return parameter.Type == TargetSinkType;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the <see cref="BaseSink"/> state during command generation.
|
|
/// </summary>
|
|
public virtual void UpdateForCommandGeneration()
|
|
{
|
|
Debug.Assert(Type == TargetSinkType);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the internal common parameters from user parameter.
|
|
/// </summary>
|
|
/// <param name="parameter">The user parameter.</param>
|
|
protected void UpdateStandardParameter(ref SinkInParameter parameter)
|
|
{
|
|
if (IsUsed != parameter.IsUsed)
|
|
{
|
|
IsUsed = parameter.IsUsed;
|
|
NodeId = parameter.NodeId;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the internal state from user parameter.
|
|
/// </summary>
|
|
/// <param name="errorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
|
|
/// <param name="parameter">The user parameter.</param>
|
|
/// <param name="outStatus">The user output status.</param>
|
|
/// <param name="mapper">The mapper to use.</param>
|
|
public virtual void Update(out ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
|
|
{
|
|
Debug.Assert(IsTypeValid(ref parameter));
|
|
|
|
errorInfo = new ErrorInfo();
|
|
}
|
|
}
|
|
}
|