mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-10 23:06:38 +00:00
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
105 lines
3.1 KiB
C#
105 lines
3.1 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.Integration;
|
|
using System;
|
|
using System.IO;
|
|
using System.Runtime.InteropServices;
|
|
using System.Text;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Utils
|
|
{
|
|
/// <summary>
|
|
/// A <see cref="IHardwareDevice"/> that outputs to a wav file.
|
|
/// </summary>
|
|
public class FileHardwareDevice : IHardwareDevice
|
|
{
|
|
private FileStream _stream;
|
|
private uint _channelCount;
|
|
private uint _sampleRate;
|
|
|
|
private const int HeaderSize = 44;
|
|
|
|
public FileHardwareDevice(string path, uint channelCount, uint sampleRate)
|
|
{
|
|
_stream = File.OpenWrite(path);
|
|
_channelCount = channelCount;
|
|
_sampleRate = sampleRate;
|
|
|
|
_stream.Seek(HeaderSize, SeekOrigin.Begin);
|
|
}
|
|
|
|
private void UpdateHeader()
|
|
{
|
|
var writer = new BinaryWriter(_stream);
|
|
|
|
long currentPos = writer.Seek(0, SeekOrigin.Current);
|
|
|
|
writer.Seek(0, SeekOrigin.Begin);
|
|
|
|
writer.Write(Encoding.ASCII.GetBytes("RIFF"));
|
|
writer.Write((int)(writer.BaseStream.Length - 8));
|
|
writer.Write(Encoding.ASCII.GetBytes("WAVE"));
|
|
writer.Write(Encoding.ASCII.GetBytes("fmt "));
|
|
writer.Write(16);
|
|
writer.Write((short)1);
|
|
writer.Write((short)GetChannelCount());
|
|
writer.Write(GetSampleRate());
|
|
writer.Write(GetSampleRate() * GetChannelCount() * sizeof(short));
|
|
writer.Write((short)(GetChannelCount() * sizeof(short)));
|
|
writer.Write((short)(sizeof(short) * 8));
|
|
writer.Write(Encoding.ASCII.GetBytes("data"));
|
|
writer.Write((int)(writer.BaseStream.Length - HeaderSize));
|
|
|
|
writer.Seek((int)currentPos, SeekOrigin.Begin);
|
|
}
|
|
|
|
public void AppendBuffer(ReadOnlySpan<short> data, uint channelCount)
|
|
{
|
|
_stream.Write(MemoryMarshal.Cast<short, byte>(data));
|
|
|
|
UpdateHeader();
|
|
_stream.Flush();
|
|
}
|
|
|
|
public uint GetChannelCount()
|
|
{
|
|
return _channelCount;
|
|
}
|
|
|
|
public uint GetSampleRate()
|
|
{
|
|
return _sampleRate;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
_stream?.Flush();
|
|
_stream?.Dispose();
|
|
|
|
_stream = null;
|
|
}
|
|
}
|
|
}
|
|
}
|