mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-30 13:32:13 +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
112 lines
2.5 KiB
C#
112 lines
2.5 KiB
C#
using Ryujinx.Audio.Integration;
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using Ryujinx.Audio.Renderer.Server;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using System;
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namespace Ryujinx.HLE.HOS.Services.Audio.AudioRenderer
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{
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class AudioRenderer : IAudioRenderer
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{
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private AudioRenderSystem _impl;
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public AudioRenderer(AudioRenderSystem impl)
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{
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_impl = impl;
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}
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public ResultCode ExecuteAudioRendererRendering()
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{
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throw new NotImplementedException();
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}
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public uint GetMixBufferCount()
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{
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return _impl.GetMixBufferCount();
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}
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public uint GetRenderingTimeLimit()
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{
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return _impl.GetRenderingTimeLimit();
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}
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public uint GetSampleCount()
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{
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return _impl.GetSampleCount();
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}
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public uint GetSampleRate()
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{
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return _impl.GetSampleRate();
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}
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public int GetState()
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{
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if (_impl.IsActive())
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{
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return 0;
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}
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return 1;
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}
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public ResultCode QuerySystemEvent(out KEvent systemEvent)
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{
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ResultCode resultCode = (ResultCode)_impl.QuerySystemEvent(out IWritableEvent outEvent);
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if (resultCode == ResultCode.Success)
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{
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if (outEvent is AudioKernelEvent)
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{
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systemEvent = ((AudioKernelEvent)outEvent).Event;
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}
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else
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{
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throw new NotImplementedException();
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}
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}
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else
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{
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systemEvent = null;
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}
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return resultCode;
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}
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public ResultCode RequestUpdate(Memory<byte> output, Memory<byte> performanceOutput, ReadOnlyMemory<byte> input)
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{
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return (ResultCode)_impl.Update(output, performanceOutput, input);
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}
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public void SetRenderingTimeLimit(uint percent)
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{
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_impl.SetRenderingTimeLimitPercent(percent);
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}
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public ResultCode Start()
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{
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_impl.Start();
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return ResultCode.Success;
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}
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public ResultCode Stop()
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{
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_impl.Stop();
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return ResultCode.Success;
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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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_impl.Dispose();
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}
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}
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}
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}
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