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https://github.com/Ryujinx/Ryujinx.git
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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.
210 lines
6.6 KiB
C#
210 lines
6.6 KiB
C#
//
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// Copyright (c) 2019-2020 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Splitter
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{
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/// <summary>
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/// Server state for a splitter destination.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0xE0, Pack = Alignment)]
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public struct SplitterDestination
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{
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public const int Alignment = 0x10;
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/// <summary>
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/// The unique id of this <see cref="SplitterDestination"/>.
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/// </summary>
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public int Id;
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/// <summary>
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/// The mix to output the result of the splitter.
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/// </summary>
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public int DestinationId;
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/// <summary>
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/// Mix buffer volumes storage.
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/// </summary>
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private MixArray _mix;
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private MixArray _previousMix;
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/// <summary>
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/// Pointer to the next linked element.
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/// </summary>
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private unsafe SplitterDestination* _next;
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/// <summary>
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/// Set to true if in use.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsUsed;
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/// <summary>
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/// Set to true if the internal state need to be updated.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool NeedToUpdateInternalState;
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[StructLayout(LayoutKind.Sequential, Size = 4 * RendererConstants.MixBufferCountMax, Pack = 1)]
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private struct MixArray { }
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/// <summary>
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/// Mix buffer volumes.
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/// </summary>
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/// <remarks>Used when a splitter id is specified in the mix.</remarks>
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public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixArray, float>(ref _mix);
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/// <summary>
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/// Previous mix buffer volumes.
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/// </summary>
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/// <remarks>Used when a splitter id is specified in the mix.</remarks>
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public Span<float> PreviousMixBufferVolume => SpanHelpers.AsSpan<MixArray, float>(ref _previousMix);
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/// <summary>
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/// Get the <see cref="Span{SplitterDestination}"/> of the next element or <see cref="Span{SplitterDestination}.Empty"/> if not present.
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/// </summary>
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public Span<SplitterDestination> Next
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{
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get
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{
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unsafe
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{
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return _next != null ? new Span<SplitterDestination>(_next, 1) : Span<SplitterDestination>.Empty;
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}
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}
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}
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/// <summary>
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/// Create a new <see cref="SplitterDestination"/>.
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/// </summary>
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/// <param name="id">The unique id of this <see cref="SplitterDestination"/>.</param>
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public SplitterDestination(int id) : this()
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{
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Id = id;
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DestinationId = RendererConstants.UnusedMixId;
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ClearVolumes();
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}
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/// <summary>
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/// Update the <see cref="SplitterDestination"/> from user parameter.
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/// </summary>
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/// <param name="parameter">The user parameter.</param>
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public void Update(SplitterDestinationInParameter parameter)
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{
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Debug.Assert(Id == parameter.Id);
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if (parameter.IsMagicValid() && Id == parameter.Id)
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{
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DestinationId = parameter.DestinationId;
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parameter.MixBufferVolume.CopyTo(MixBufferVolume);
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if (!IsUsed && parameter.IsUsed)
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{
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MixBufferVolume.CopyTo(PreviousMixBufferVolume);
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NeedToUpdateInternalState = false;
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}
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IsUsed = parameter.IsUsed;
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}
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}
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/// <summary>
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/// Update the internal state of the instance.
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/// </summary>
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public void UpdateInternalState()
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{
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if (IsUsed && NeedToUpdateInternalState)
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{
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MixBufferVolume.CopyTo(PreviousMixBufferVolume);
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}
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NeedToUpdateInternalState = false;
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}
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/// <summary>
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/// Set the update internal state marker.
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/// </summary>
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public void MarkAsNeedToUpdateInternalState()
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{
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NeedToUpdateInternalState = true;
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}
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/// <summary>
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/// Return true if the <see cref="SplitterDestination"/> is used and has a destination.
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/// </summary>
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/// <returns>True if the <see cref="SplitterDestination"/> is used and has a destination.</returns>
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public bool IsConfigured()
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{
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return IsUsed && DestinationId != RendererConstants.UnusedMixId;
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}
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/// <summary>
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/// Get the volume for a given destination.
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/// </summary>
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/// <param name="destinationIndex">The destination index to use.</param>
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/// <returns>The volume for the given destination.</returns>
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public float GetMixVolume(int destinationIndex)
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{
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Debug.Assert(destinationIndex >= 0 && destinationIndex < RendererConstants.MixBufferCountMax);
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return MixBufferVolume[destinationIndex];
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}
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/// <summary>
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/// Clear the volumes.
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/// </summary>
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public void ClearVolumes()
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{
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MixBufferVolume.Fill(0);
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PreviousMixBufferVolume.Fill(0);
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}
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/// <summary>
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/// Link the next element to the given <see cref="SplitterDestination"/>.
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/// </summary>
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/// <param name="next">The given <see cref="SplitterDestination"/> to link.</param>
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public void Link(ref SplitterDestination next)
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{
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unsafe
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{
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fixed (SplitterDestination *nextPtr = &next)
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{
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_next = nextPtr;
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}
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}
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}
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/// <summary>
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/// Remove the link to the next element.
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/// </summary>
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public void Unlink()
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{
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unsafe
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{
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_next = null;
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}
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}
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}
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}
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