mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 17:56:59 +01:00
a389dd59bd
* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
111 lines
3.4 KiB
C#
111 lines
3.4 KiB
C#
using Ryujinx.Common.Logging;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Common.System
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{
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/// <summary>
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/// Handle Windows Multimedia timer resolution.
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/// </summary>
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public class WindowsMultimediaTimerResolution : IDisposable
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct TimeCaps
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{
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public uint wPeriodMin;
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public uint wPeriodMax;
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};
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[DllImport("winmm.dll", SetLastError = true)]
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private static extern uint timeGetDevCaps(ref TimeCaps timeCaps, uint sizeTimeCaps);
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[DllImport("winmm.dll")]
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private static extern uint timeBeginPeriod(uint uMilliseconds);
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[DllImport("winmm.dll")]
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private static extern uint timeEndPeriod(uint uMilliseconds);
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private uint _targetResolutionInMilliseconds;
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private bool _isActive;
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/// <summary>
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/// Create a new <see cref="WindowsMultimediaTimerResolution"/> and activate the given resolution.
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/// </summary>
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/// <param name="targetResolutionInMilliseconds"></param>
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public WindowsMultimediaTimerResolution(uint targetResolutionInMilliseconds)
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{
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_targetResolutionInMilliseconds = targetResolutionInMilliseconds;
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EnsureResolutionSupport();
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Activate();
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}
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private void EnsureResolutionSupport()
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{
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TimeCaps timeCaps = default;
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uint result = timeGetDevCaps(ref timeCaps, (uint)Unsafe.SizeOf<TimeCaps>());
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if (result != 0)
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{
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Logger.Notice.Print(LogClass.Application, $"timeGetDevCaps failed with result: {result}");
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}
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else
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{
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uint supportedTargetResolutionInMilliseconds = Math.Min(Math.Max(timeCaps.wPeriodMin, _targetResolutionInMilliseconds), timeCaps.wPeriodMax);
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if (supportedTargetResolutionInMilliseconds != _targetResolutionInMilliseconds)
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{
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Logger.Notice.Print(LogClass.Application, $"Target resolution isn't supported by OS, using closest resolution: {supportedTargetResolutionInMilliseconds}ms");
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_targetResolutionInMilliseconds = supportedTargetResolutionInMilliseconds;
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}
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}
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}
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private void Activate()
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{
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uint result = timeBeginPeriod(_targetResolutionInMilliseconds);
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if (result != 0)
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{
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Logger.Notice.Print(LogClass.Application, $"timeBeginPeriod failed with result: {result}");
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}
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else
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{
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_isActive = true;
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}
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}
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private void Disable()
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{
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if (_isActive)
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{
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uint result = timeEndPeriod(_targetResolutionInMilliseconds);
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if (result != 0)
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{
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Logger.Notice.Print(LogClass.Application, $"timeEndPeriod failed with result: {result}");
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}
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else
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{
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_isActive = false;
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}
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}
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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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Disable();
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}
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}
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}
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}
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