mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-27 03:59:13 +01:00
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
41 lines
1.4 KiB
C#
41 lines
1.4 KiB
C#
using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Input;
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using Ryujinx.HLE.HOS.Services.Audio.AudioIn;
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using AudioInManagerImpl = Ryujinx.Audio.Input.AudioInputManager;
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namespace Ryujinx.HLE.HOS.Services.Audio
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{
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class AudioInManager : IAudioInManager
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{
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private AudioInManagerImpl _impl;
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public AudioInManager(AudioInManagerImpl impl)
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{
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_impl = impl;
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}
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public string[] ListAudioIns(bool filtered)
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{
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return _impl.ListAudioIns(filtered);
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}
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public ResultCode OpenAudioIn(ServiceCtx context, out string outputDeviceName, out AudioOutputConfiguration outputConfiguration, out IAudioIn obj, string inputDeviceName, ref AudioInputConfiguration parameter, ulong appletResourceUserId, uint processHandle)
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{
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var memoryManager = context.Process.HandleTable.GetKProcess((int)processHandle).CpuMemory;
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ResultCode result = (ResultCode)_impl.OpenAudioIn(out outputDeviceName, out outputConfiguration, out AudioInputSystem inSystem, memoryManager, inputDeviceName, SampleFormat.PcmInt16, ref parameter, appletResourceUserId, processHandle);
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if (result == ResultCode.Success)
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{
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obj = new AudioIn.AudioIn(inSystem, context.Device.System.KernelContext, processHandle);
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}
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else
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{
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obj = null;
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}
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return result;
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}
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}
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}
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