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https://github.com/GreemDev/Ryujinx.git
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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
108 lines
2.7 KiB
C#
108 lines
2.7 KiB
C#
using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Input;
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using Ryujinx.Audio.Integration;
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using Ryujinx.HLE.HOS.Kernel;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using Ryujinx.HLE.HOS.Services.Audio.AudioRenderer;
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using System;
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namespace Ryujinx.HLE.HOS.Services.Audio.AudioIn
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{
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class AudioIn : IAudioIn
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{
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private AudioInputSystem _system;
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private uint _processHandle;
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private KernelContext _kernelContext;
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public AudioIn(AudioInputSystem system, KernelContext kernelContext, uint processHandle)
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{
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_system = system;
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_kernelContext = kernelContext;
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_processHandle = processHandle;
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}
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public ResultCode AppendBuffer(ulong bufferTag, ref AudioUserBuffer buffer)
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{
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return (ResultCode)_system.AppendBuffer(bufferTag, ref buffer);
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}
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public ResultCode AppendUacBuffer(ulong bufferTag, ref AudioUserBuffer buffer, uint handle)
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{
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return (ResultCode)_system.AppendUacBuffer(bufferTag, ref buffer, handle);
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}
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public bool ContainsBuffer(ulong bufferTag)
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{
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return _system.ContainsBuffer(bufferTag);
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_system.Dispose();
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_kernelContext.Syscall.CloseHandle((int)_processHandle);
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}
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}
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public bool FlushBuffers()
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{
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return _system.FlushBuffers();
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}
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public uint GetBufferCount()
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{
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return _system.GetBufferCount();
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}
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public ResultCode GetReleasedBuffers(Span<ulong> releasedBuffers, out uint releasedCount)
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{
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return (ResultCode)_system.GetReleasedBuffers(releasedBuffers, out releasedCount);
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}
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public AudioDeviceState GetState()
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{
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return _system.GetState();
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}
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public float GetVolume()
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{
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return _system.GetVolume();
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}
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public KEvent RegisterBufferEvent()
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{
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IWritableEvent outEvent = _system.RegisterBufferEvent();
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if (outEvent is AudioKernelEvent)
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{
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return ((AudioKernelEvent)outEvent).Event;
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}
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else
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{
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throw new NotImplementedException();
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}
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}
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public void SetVolume(float volume)
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{
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_system.SetVolume(volume);
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}
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public ResultCode Start()
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{
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return (ResultCode)_system.Start();
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}
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public ResultCode Stop()
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{
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return (ResultCode)_system.Stop();
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}
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}
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} |