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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
331 lines
11 KiB
C#
331 lines
11 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.Common;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Server.Effect;
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using Ryujinx.Audio.Renderer.Server.Splitter;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using static Ryujinx.Audio.Constants;
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namespace Ryujinx.Audio.Renderer.Server.Mix
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{
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/// <summary>
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/// Server state for a mix.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0x940, Pack = Alignment)]
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public struct MixState
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{
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public const uint InvalidDistanceFromFinalMix = 0x80000000;
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public const int Alignment = 0x10;
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/// <summary>
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/// Base volume of the mix.
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/// </summary>
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public float Volume;
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/// <summary>
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/// Target sample rate of the mix.
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// Target buffer count.
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/// </summary>
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public uint BufferCount;
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/// <summary>
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/// Set to true if in use.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsUsed;
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/// <summary>
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/// The id of the mix.
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/// </summary>
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public int MixId;
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/// <summary>
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/// The mix node id.
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/// </summary>
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public int NodeId;
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/// <summary>
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/// the buffer offset to use for command generation.
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/// </summary>
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public uint BufferOffset;
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/// <summary>
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/// The distance of the mix from the final mix.
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/// </summary>
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public uint DistanceFromFinalMix;
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/// <summary>
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/// The effect processing order storage.
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/// </summary>
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private IntPtr _effectProcessingOrderArrayPointer;
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/// <summary>
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/// The max element count that can be found in the effect processing order storage.
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/// </summary>
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public uint EffectProcessingOrderArrayMaxCount;
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/// <summary>
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/// The mix to output the result of this mix.
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/// </summary>
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public int DestinationMixId;
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/// <summary>
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/// Mix buffer volumes storage.
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/// </summary>
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private MixVolumeArray _mixVolumeArray;
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/// <summary>
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/// The splitter to output the result of this mix.
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/// </summary>
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public uint DestinationSplitterId;
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/// <summary>
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/// If set to true, the long size pre-delay is supported on the reverb command.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsLongSizePreDelaySupported;
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[StructLayout(LayoutKind.Sequential, Size = Size, Pack = 1)]
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private struct MixVolumeArray
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{
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private const int Size = 4 * MixBufferCountMax * MixBufferCountMax;
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}
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/// <summary>
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/// Mix buffer volumes.
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/// </summary>
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/// <remarks>Used when no splitter id is specified.</remarks>
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public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixVolumeArray);
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/// <summary>
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/// Get the volume for a given connection destination.
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/// </summary>
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/// <param name="sourceIndex">The source node index.</param>
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/// <param name="destinationIndex">The destination node index</param>
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/// <returns>The volume for the given connection destination.</returns>
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public float GetMixBufferVolume(int sourceIndex, int destinationIndex)
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{
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return MixBufferVolume[sourceIndex * MixBufferCountMax + destinationIndex];
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}
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/// <summary>
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/// The array used to order effects associated to this mix.
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/// </summary>
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public Span<int> EffectProcessingOrderArray
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{
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get
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{
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if (_effectProcessingOrderArrayPointer == IntPtr.Zero)
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{
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return Span<int>.Empty;
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}
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unsafe
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{
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return new Span<int>((void*)_effectProcessingOrderArrayPointer, (int)EffectProcessingOrderArrayMaxCount);
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}
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}
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}
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/// <summary>
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/// Create a new <see cref="MixState"/>
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/// </summary>
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/// <param name="effectProcessingOrderArray"></param>
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/// <param name="behaviourContext"></param>
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public MixState(Memory<int> effectProcessingOrderArray, ref BehaviourContext behaviourContext) : this()
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{
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MixId = UnusedMixId;
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DistanceFromFinalMix = InvalidDistanceFromFinalMix;
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DestinationMixId = UnusedMixId;
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DestinationSplitterId = UnusedSplitterId;
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unsafe
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{
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// SAFETY: safe as effectProcessingOrderArray comes from the work buffer memory that is pinned.
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_effectProcessingOrderArrayPointer = (IntPtr)Unsafe.AsPointer(ref MemoryMarshal.GetReference(effectProcessingOrderArray.Span));
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}
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EffectProcessingOrderArrayMaxCount = (uint)effectProcessingOrderArray.Length;
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IsLongSizePreDelaySupported = behaviourContext.IsLongSizePreDelaySupported();
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ClearEffectProcessingOrder();
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}
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/// <summary>
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/// Clear the <see cref="DistanceFromFinalMix"/> value to its default state.
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/// </summary>
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public void ClearDistanceFromFinalMix()
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{
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DistanceFromFinalMix = InvalidDistanceFromFinalMix;
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}
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/// <summary>
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/// Clear the <see cref="EffectProcessingOrderArray"/> to its default state.
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/// </summary>
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public void ClearEffectProcessingOrder()
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{
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EffectProcessingOrderArray.Fill(-1);
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}
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/// <summary>
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/// Return true if the mix has any destinations.
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/// </summary>
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/// <returns>True if the mix has any destinations.</returns>
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public bool HasAnyDestination()
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{
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return DestinationMixId != UnusedMixId || DestinationSplitterId != UnusedSplitterId;
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}
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/// <summary>
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/// Update the mix connection on the adjacency matrix.
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/// </summary>
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/// <param name="edgeMatrix">The adjacency matrix.</param>
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/// <param name="parameter">The input parameter of the mix.</param>
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/// <param name="splitterContext">The splitter context.</param>
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/// <returns>Return true, new connections were done on the adjacency matrix.</returns>
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private bool UpdateConnection(EdgeMatrix edgeMatrix, ref MixParameter parameter, ref SplitterContext splitterContext)
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{
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bool hasNewConnections;
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if (DestinationSplitterId == UnusedSplitterId)
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{
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hasNewConnections = false;
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}
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else
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{
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ref SplitterState splitter = ref splitterContext.GetState((int)DestinationSplitterId);
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hasNewConnections = splitter.HasNewConnection;
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}
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if (DestinationMixId == parameter.DestinationMixId && DestinationSplitterId == parameter.DestinationSplitterId && !hasNewConnections)
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{
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return false;
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}
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edgeMatrix.RemoveEdges(MixId);
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if (parameter.DestinationMixId == UnusedMixId)
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{
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if (parameter.DestinationSplitterId != UnusedSplitterId)
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{
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ref SplitterState splitter = ref splitterContext.GetState((int)parameter.DestinationSplitterId);
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for (int i = 0; i < splitter.DestinationCount; i++)
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{
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Span<SplitterDestination> destination = splitter.GetData(i);
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if (!destination.IsEmpty)
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{
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int destinationMixId = destination[0].DestinationId;
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if (destinationMixId != UnusedMixId)
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{
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edgeMatrix.Connect(MixId, destinationMixId);
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}
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}
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}
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}
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}
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else
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{
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edgeMatrix.Connect(MixId, parameter.DestinationMixId);
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}
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DestinationMixId = parameter.DestinationMixId;
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DestinationSplitterId = parameter.DestinationSplitterId;
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return true;
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}
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/// <summary>
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/// Update the mix from user information.
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/// </summary>
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/// <param name="edgeMatrix">The adjacency matrix.</param>
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/// <param name="parameter">The input parameter of the mix.</param>
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/// <param name="effectContext">The effect context.</param>
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/// <param name="splitterContext">The splitter context.</param>
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/// <param name="behaviourContext">The behaviour context.</param>
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/// <returns>Return true if the mix was changed.</returns>
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public bool Update(EdgeMatrix edgeMatrix, ref MixParameter parameter, EffectContext effectContext, SplitterContext splitterContext, BehaviourContext behaviourContext)
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{
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bool isDirty;
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Volume = parameter.Volume;
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SampleRate = parameter.SampleRate;
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BufferCount = parameter.BufferCount;
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IsUsed = parameter.IsUsed;
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MixId = parameter.MixId;
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NodeId = parameter.NodeId;
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parameter.MixBufferVolume.CopyTo(MixBufferVolume);
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if (behaviourContext.IsSplitterSupported())
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{
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isDirty = UpdateConnection(edgeMatrix, ref parameter, ref splitterContext);
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}
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else
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{
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isDirty = DestinationMixId != parameter.DestinationMixId;
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if (DestinationMixId != parameter.DestinationMixId)
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{
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DestinationMixId = parameter.DestinationMixId;
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}
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DestinationSplitterId = UnusedSplitterId;
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}
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ClearEffectProcessingOrder();
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for (int i = 0; i < effectContext.GetCount(); i++)
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{
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ref BaseEffect effect = ref effectContext.GetEffect(i);
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if (effect.MixId == MixId)
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{
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Debug.Assert(effect.ProcessingOrder <= EffectProcessingOrderArrayMaxCount);
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if (effect.ProcessingOrder > EffectProcessingOrderArrayMaxCount)
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{
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return isDirty;
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}
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EffectProcessingOrderArray[(int)effect.ProcessingOrder] = i;
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}
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}
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return isDirty;
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}
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}
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}
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