1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-10-01 12:30:00 +02:00
Ryujinx/Ryujinx.HLE/HOS/Services/Audio/AudioRenderer/AudioRenderer.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

112 lines
2.5 KiB
C#

using Ryujinx.Audio.Integration;
using Ryujinx.Audio.Renderer.Server;
using Ryujinx.HLE.HOS.Kernel.Threading;
using System;
namespace Ryujinx.HLE.HOS.Services.Audio.AudioRenderer
{
class AudioRenderer : IAudioRenderer
{
private AudioRenderSystem _impl;
public AudioRenderer(AudioRenderSystem impl)
{
_impl = impl;
}
public ResultCode ExecuteAudioRendererRendering()
{
throw new NotImplementedException();
}
public uint GetMixBufferCount()
{
return _impl.GetMixBufferCount();
}
public uint GetRenderingTimeLimit()
{
return _impl.GetRenderingTimeLimit();
}
public uint GetSampleCount()
{
return _impl.GetSampleCount();
}
public uint GetSampleRate()
{
return _impl.GetSampleRate();
}
public int GetState()
{
if (_impl.IsActive())
{
return 0;
}
return 1;
}
public ResultCode QuerySystemEvent(out KEvent systemEvent)
{
ResultCode resultCode = (ResultCode)_impl.QuerySystemEvent(out IWritableEvent outEvent);
if (resultCode == ResultCode.Success)
{
if (outEvent is AudioKernelEvent)
{
systemEvent = ((AudioKernelEvent)outEvent).Event;
}
else
{
throw new NotImplementedException();
}
}
else
{
systemEvent = null;
}
return resultCode;
}
public ResultCode RequestUpdate(Memory<byte> output, Memory<byte> performanceOutput, ReadOnlyMemory<byte> input)
{
return (ResultCode)_impl.Update(output, performanceOutput, input);
}
public void SetRenderingTimeLimit(uint percent)
{
_impl.SetRenderingTimeLimitPercent(percent);
}
public ResultCode Start()
{
_impl.Start();
return ResultCode.Success;
}
public ResultCode Stop()
{
_impl.Stop();
return ResultCode.Success;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_impl.Dispose();
}
}
}
}