mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
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
251 lines
7.4 KiB
C#
251 lines
7.4 KiB
C#
using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Integration;
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using Ryujinx.Memory;
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using SoundIOSharp;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using static Ryujinx.Audio.Integration.IHardwareDeviceDriver;
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namespace Ryujinx.Audio.Backends.SoundIo
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{
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public class SoundIoHardwareDeviceDriver : IHardwareDeviceDriver
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{
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private object _lock = new object();
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private SoundIO _audioContext;
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private SoundIODevice _audioDevice;
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private ManualResetEvent _updateRequiredEvent;
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private List<SoundIoHardwareDeviceSession> _sessions;
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public SoundIoHardwareDeviceDriver()
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{
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_audioContext = new SoundIO();
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_updateRequiredEvent = new ManualResetEvent(false);
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_sessions = new List<SoundIoHardwareDeviceSession>();
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_audioContext.Connect();
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_audioContext.FlushEvents();
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_audioDevice = FindNonRawDefaultAudioDevice(_audioContext, true);
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}
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public static bool IsSupported => IsSupportedInternal();
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private static bool IsSupportedInternal()
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{
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SoundIO context = null;
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SoundIODevice device = null;
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SoundIOOutStream stream = null;
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bool backendDisconnected = false;
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try
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{
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context = new SoundIO();
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context.OnBackendDisconnect = (i) =>
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{
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backendDisconnected = true;
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};
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context.Connect();
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context.FlushEvents();
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if (backendDisconnected)
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{
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return false;
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}
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if (context.OutputDeviceCount == 0)
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{
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return false;
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}
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device = FindNonRawDefaultAudioDevice(context);
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if (device == null || backendDisconnected)
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{
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return false;
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}
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stream = device.CreateOutStream();
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if (stream == null || backendDisconnected)
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{
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return false;
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}
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return true;
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}
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catch
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{
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return false;
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}
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finally
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{
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if (stream != null)
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{
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stream.Dispose();
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}
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if (context != null)
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{
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context.Dispose();
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}
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}
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}
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private static SoundIODevice FindNonRawDefaultAudioDevice(SoundIO audioContext, bool fallback = false)
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{
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SoundIODevice defaultAudioDevice = audioContext.GetOutputDevice(audioContext.DefaultOutputDeviceIndex);
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if (!defaultAudioDevice.IsRaw)
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{
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return defaultAudioDevice;
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}
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for (int i = 0; i < audioContext.BackendCount; i++)
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{
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SoundIODevice audioDevice = audioContext.GetOutputDevice(i);
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if (audioDevice.Id == defaultAudioDevice.Id && !audioDevice.IsRaw)
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{
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return audioDevice;
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}
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}
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return fallback ? defaultAudioDevice : null;
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}
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public ManualResetEvent GetUpdateRequiredEvent()
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{
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return _updateRequiredEvent;
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}
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public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
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{
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if (channelCount == 0)
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{
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channelCount = 2;
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}
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if (sampleRate == 0)
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{
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sampleRate = Constants.TargetSampleRate;
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}
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if (direction != Direction.Output)
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{
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throw new NotImplementedException("Input direction is currently not implemented on SoundIO backend!");
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}
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lock (_lock)
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{
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SoundIoHardwareDeviceSession session = new SoundIoHardwareDeviceSession(this, memoryManager, sampleFormat, sampleRate, channelCount);
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_sessions.Add(session);
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return session;
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}
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}
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internal void Unregister(SoundIoHardwareDeviceSession session)
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{
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lock (_lock)
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{
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_sessions.Remove(session);
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}
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}
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public static SoundIOFormat GetSoundIoFormat(SampleFormat format)
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{
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return format switch
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{
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SampleFormat.PcmInt8 => SoundIOFormat.S8,
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SampleFormat.PcmInt16 => SoundIOFormat.S16LE,
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SampleFormat.PcmInt24 => SoundIOFormat.S24LE,
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SampleFormat.PcmInt32 => SoundIOFormat.S32LE,
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SampleFormat.PcmFloat => SoundIOFormat.Float32LE,
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_ => throw new ArgumentException ($"Unsupported sample format {format}"),
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};
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}
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internal SoundIOOutStream OpenStream(SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount)
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{
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SoundIOFormat driverSampleFormat = GetSoundIoFormat(requestedSampleFormat);
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if (!_audioDevice.SupportsSampleRate((int)requestedSampleRate))
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{
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throw new ArgumentException($"This sound device does not support a sample rate of {requestedSampleRate}Hz");
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}
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if (!_audioDevice.SupportsFormat(driverSampleFormat))
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{
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throw new ArgumentException($"This sound device does not support {requestedSampleFormat}");
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}
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if (!_audioDevice.SupportsChannelCount((int)requestedChannelCount))
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{
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throw new ArgumentException($"This sound device does not support channel count {requestedChannelCount}");
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}
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SoundIOOutStream result = _audioDevice.CreateOutStream();
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result.Name = "Ryujinx";
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result.Layout = SoundIOChannelLayout.GetDefault((int)requestedChannelCount);
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result.Format = driverSampleFormat;
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result.SampleRate = (int)requestedSampleRate;
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return result;
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}
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internal void FlushContextEvents()
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{
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_audioContext.FlushEvents();
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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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while (_sessions.Count > 0)
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{
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SoundIoHardwareDeviceSession session = _sessions[_sessions.Count - 1];
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session.Dispose();
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}
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_audioContext.Disconnect();
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_audioContext.Dispose();
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}
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}
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public bool SupportsSampleRate(uint sampleRate)
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{
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return _audioDevice.SupportsSampleRate((int)sampleRate);
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}
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public bool SupportsSampleFormat(SampleFormat sampleFormat)
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{
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return _audioDevice.SupportsFormat(GetSoundIoFormat(sampleFormat));
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}
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public bool SupportsChannelCount(uint channelCount)
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{
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return _audioDevice.SupportsChannelCount((int)channelCount);
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}
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public bool SupportsDirection(Direction direction)
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{
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// TODO: add direction input when supported.
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return direction == Direction.Output;
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}
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}
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}
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