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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
122 lines
4.5 KiB
C#
122 lines
4.5 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Common.Memory;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Common
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{
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/// <summary>
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/// Represent the update state of a voice.
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/// </summary>
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/// <remarks>This is shared between the server and audio processor.</remarks>
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[StructLayout(LayoutKind.Sequential, Pack = Align)]
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public struct VoiceUpdateState
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{
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public const int Align = 0x10;
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public const int BiquadStateOffset = 0x0;
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public const int BiquadStateSize = 0x10;
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/// <summary>
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/// The state of the biquad filters of this voice.
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/// </summary>
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public Array2<BiquadFilterState> BiquadFilterState;
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/// <summary>
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/// The total amount of samples that was played.
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/// </summary>
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/// <remarks>This is reset to 0 when a <see cref="WaveBuffer"/> finishes playing and <see cref="WaveBuffer.IsEndOfStream"/> is set.</remarks>
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/// <remarks>This is reset to 0 when looping while <see cref="Parameter.VoiceInParameter.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks>
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public ulong PlayedSampleCount;
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/// <summary>
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/// The current sample offset in the <see cref="WaveBuffer"/> pointed by <see cref="WaveBufferIndex"/>.
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/// </summary>
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public int Offset;
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/// <summary>
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/// The current index of the <see cref="WaveBuffer"/> in use.
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/// </summary>
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public uint WaveBufferIndex;
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private WaveBufferValidArray _isWaveBufferValid;
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/// <summary>
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/// The total amount of <see cref="WaveBuffer"/> consumed.
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/// </summary>
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public uint WaveBufferConsumed;
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/// <summary>
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/// Pitch used for Sample Rate Conversion.
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/// </summary>
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public Array8<short> Pitch;
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public float Fraction;
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/// <summary>
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/// The ADPCM loop context when <see cref="SampleFormat.Adpcm"/> is in use.
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/// </summary>
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public AdpcmLoopContext LoopContext;
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/// <summary>
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/// The last samples after a mix ramp.
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/// </summary>
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/// <remarks>This is used for depop (to perform voice drop).</remarks>
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public Array24<float> LastSamples;
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/// <summary>
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/// The current count of loop performed.
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/// </summary>
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public int LoopCount;
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[StructLayout(LayoutKind.Sequential, Size = 1 * Constants.VoiceWaveBufferCount, Pack = 1)]
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private struct WaveBufferValidArray { }
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/// <summary>
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/// Contains information of <see cref="WaveBuffer"/> validity.
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/// </summary>
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public Span<bool> IsWaveBufferValid => SpanHelpers.AsSpan<WaveBufferValidArray, bool>(ref _isWaveBufferValid);
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/// <summary>
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/// Mark the current <see cref="WaveBuffer"/> as played and switch to the next one.
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/// </summary>
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/// <param name="waveBuffer">The current <see cref="WaveBuffer"/></param>
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/// <param name="waveBufferIndex">The wavebuffer index.</param>
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/// <param name="waveBufferConsumed">The amount of wavebuffers consumed.</param>
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/// <param name="playedSampleCount">The total count of sample played.</param>
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public void MarkEndOfBufferWaveBufferProcessing(ref WaveBuffer waveBuffer, ref int waveBufferIndex, ref uint waveBufferConsumed, ref ulong playedSampleCount)
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{
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IsWaveBufferValid[waveBufferIndex++] = false;
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LoopCount = 0;
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waveBufferConsumed++;
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if (waveBufferIndex >= Constants.VoiceWaveBufferCount)
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{
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waveBufferIndex = 0;
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}
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if (waveBuffer.IsEndOfStream)
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{
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playedSampleCount = 0;
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}
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}
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}
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}
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