1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-11-11 22:16:39 +00:00
Ryujinx/Ryujinx.Audio/Renderer/Server/Voice/VoiceContext.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

166 lines
6.2 KiB
C#

//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Utils;
using System;
using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
/// <summary>
/// Voice context.
/// </summary>
public class VoiceContext
{
/// <summary>
/// Storage of the sorted indices to <see cref="VoiceState"/>.
/// </summary>
private Memory<int> _sortedVoices;
/// <summary>
/// Storage for <see cref="VoiceState"/>.
/// </summary>
private Memory<VoiceState> _voices;
/// <summary>
/// Storage for <see cref="VoiceChannelResource"/>.
/// </summary>
private Memory<VoiceChannelResource> _voiceChannelResources;
/// <summary>
/// Storage for <see cref="VoiceUpdateState"/> that are used during audio renderer server updates.
/// </summary>
private Memory<VoiceUpdateState> _voiceUpdateStatesCpu;
/// <summary>
/// Storage for <see cref="VoiceUpdateState"/> for the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
private Memory<VoiceUpdateState> _voiceUpdateStatesDsp;
/// <summary>
/// The total voice count.
/// </summary>
private uint _voiceCount;
public void Initialize(Memory<int> sortedVoices, Memory<VoiceState> voices, Memory<VoiceChannelResource> voiceChannelResources, Memory<VoiceUpdateState> voiceUpdateStatesCpu, Memory<VoiceUpdateState> voiceUpdateStatesDsp, uint voiceCount)
{
_sortedVoices = sortedVoices;
_voices = voices;
_voiceChannelResources = voiceChannelResources;
_voiceUpdateStatesCpu = voiceUpdateStatesCpu;
_voiceUpdateStatesDsp = voiceUpdateStatesDsp;
_voiceCount = voiceCount;
}
/// <summary>
/// Get the total voice count.
/// </summary>
/// <returns>The total voice count.</returns>
public uint GetCount()
{
return _voiceCount;
}
/// <summary>
/// Get a reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="VoiceChannelResource"/> at the given <paramref name="id"/>.</returns>
public ref VoiceChannelResource GetChannelResource(int id)
{
return ref SpanIOHelper.GetFromMemory(_voiceChannelResources, id, _voiceCount);
}
/// <summary>
/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used when updating the server state.</remarks>
public Memory<VoiceUpdateState> GetUpdateStateForCpu(int id)
{
return SpanIOHelper.GetMemory(_voiceUpdateStatesCpu, id, _voiceCount);
}
/// <summary>
/// Get a <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A <see cref="Memory{VoiceUpdateState}"/> at the given <paramref name="id"/>.</returns>
/// <remarks>The returned <see cref="Memory{VoiceUpdateState}"/> should only be used in the context of processing on the <see cref="Dsp.AudioProcessor"/>.</remarks>
public Memory<VoiceUpdateState> GetUpdateStateForDsp(int id)
{
return SpanIOHelper.GetMemory(_voiceUpdateStatesDsp, id, _voiceCount);
}
/// <summary>
/// Get a reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="VoiceState"/> at the given <paramref name="id"/>.</returns>
public ref VoiceState GetState(int id)
{
return ref SpanIOHelper.GetFromMemory(_voices, id, _voiceCount);
}
public ref VoiceState GetSortedState(int id)
{
Debug.Assert(id >= 0 && id < _voiceCount);
return ref GetState(_sortedVoices.Span[id]);
}
/// <summary>
/// Update internal state during command generation.
/// </summary>
public void UpdateForCommandGeneration()
{
_voiceUpdateStatesDsp.CopyTo(_voiceUpdateStatesCpu);
}
/// <summary>
/// Sort the internal voices by priority and sorting order (if the priorities match).
/// </summary>
public void Sort()
{
for (int i = 0; i < _voiceCount; i++)
{
_sortedVoices.Span[i] = i;
}
int[] sortedVoicesTemp = _sortedVoices.Slice(0, (int)GetCount()).ToArray();
Array.Sort(sortedVoicesTemp, (a, b) =>
{
ref VoiceState aState = ref GetState(a);
ref VoiceState bState = ref GetState(b);
int result = aState.Priority.CompareTo(bState.Priority);
if (result == 0)
{
return aState.SortingOrder.CompareTo(bState.SortingOrder);
}
return result;
});
sortedVoicesTemp.AsSpan().CopyTo(_sortedVoices.Span);
}
}
}