Ryujinx-uplift/Ryujinx.Audio.Backends.SoundIo/Native/libsoundio/SoundIOChannelAreas.cs
Mary f556c80d02
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
2021-02-26 01:11:56 +01:00

34 lines
871 B
C#

using System;
using System.Runtime.InteropServices;
namespace SoundIOSharp
{
public struct SoundIOChannelAreas
{
static readonly int native_size = Marshal.SizeOf<SoundIoChannelArea>();
internal SoundIOChannelAreas(IntPtr head, int channelCount, int frameCount)
{
this.head = head;
this.channel_count = channelCount;
this.frame_count = frameCount;
}
IntPtr head;
int channel_count;
int frame_count;
public bool IsEmpty
{
get { return head == IntPtr.Zero; }
}
public SoundIOChannelArea GetArea(int channel)
{
return new SoundIOChannelArea(head + native_size * channel);
}
public int ChannelCount => channel_count;
public int FrameCount => frame_count;
}
}