mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-10 13:51:42 +00:00
a906f2071c
* Fix a crash when closing the main Ui Also make sure to dispose the OpenAL context to not leak memory when unloading the emulation context. * Improve keys and 'game already running' dialogs * Make sure to dispose the page table and ThreadContext Less memory leaks! * Fix tests * Address gdk's comments
316 lines
No EOL
9.4 KiB
C#
316 lines
No EOL
9.4 KiB
C#
using OpenTK.Audio;
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using OpenTK.Audio.OpenAL;
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using System;
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using System.Collections.Concurrent;
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using System.Runtime.InteropServices;
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using System.Threading;
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namespace Ryujinx.Audio
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{
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/// <summary>
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/// An audio renderer that uses OpenAL as the audio backend
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/// </summary>
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public class OpenALAudioOut : IAalOutput, IDisposable
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{
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/// <summary>
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/// The maximum amount of tracks we can issue simultaneously
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/// </summary>
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private const int MaxTracks = 256;
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/// <summary>
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/// The <see cref="OpenTK.Audio"/> audio context
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/// </summary>
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private AudioContext _context;
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/// <summary>
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/// An object pool containing <see cref="OpenALAudioTrack"/> objects
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/// </summary>
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private ConcurrentDictionary<int, OpenALAudioTrack> _tracks;
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/// <summary>
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/// True if the thread need to keep polling
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/// </summary>
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private bool _keepPolling;
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/// <summary>
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/// The poller thread audio context
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/// </summary>
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private Thread _audioPollerThread;
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/// <summary>
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/// The volume of audio renderer
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/// </summary>
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private float _volume = 1.0f;
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/// <summary>
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/// True if the volume of audio renderer have changed
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/// </summary>
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private bool _volumeChanged;
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/// <summary>
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/// True if OpenAL is supported on the device
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/// </summary>
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public static bool IsSupported
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{
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get
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{
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try
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{
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return AudioContext.AvailableDevices.Count > 0;
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}
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catch
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{
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return false;
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}
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}
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}
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public OpenALAudioOut()
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{
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_context = new AudioContext();
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_tracks = new ConcurrentDictionary<int, OpenALAudioTrack>();
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_keepPolling = true;
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_audioPollerThread = new Thread(AudioPollerWork)
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{
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Name = "Audio.PollerThread"
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};
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_audioPollerThread.Start();
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}
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private void AudioPollerWork()
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{
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do
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{
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foreach (OpenALAudioTrack track in _tracks.Values)
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{
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lock (track)
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{
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track.CallReleaseCallbackIfNeeded();
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}
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}
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// If it's not slept it will waste cycles.
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Thread.Sleep(10);
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}
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while (_keepPolling);
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foreach (OpenALAudioTrack track in _tracks.Values)
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{
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track.Dispose();
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}
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_tracks.Clear();
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_context.Dispose();
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}
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/// <summary>
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/// Creates a new audio track with the specified parameters
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/// </summary>
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/// <param name="sampleRate">The requested sample rate</param>
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/// <param name="channels">The requested channels</param>
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/// <param name="callback">A <see cref="ReleaseCallback" /> that represents the delegate to invoke when a buffer has been released by the audio track</param>
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public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
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{
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OpenALAudioTrack track = new OpenALAudioTrack(sampleRate, GetALFormat(channels), callback);
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for (int id = 0; id < MaxTracks; id++)
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{
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if (_tracks.TryAdd(id, track))
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{
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return id;
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}
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}
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return -1;
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}
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private ALFormat GetALFormat(int channels)
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{
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switch (channels)
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{
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case 1: return ALFormat.Mono16;
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case 2: return ALFormat.Stereo16;
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case 6: return ALFormat.Multi51Chn16Ext;
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}
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throw new ArgumentOutOfRangeException(nameof(channels));
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}
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/// <summary>
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/// Stops playback and closes the track specified by <paramref name="trackId"/>
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/// </summary>
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/// <param name="trackId">The ID of the track to close</param>
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public void CloseTrack(int trackId)
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{
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if (_tracks.TryRemove(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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track.Dispose();
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}
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}
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}
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/// <summary>
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/// Returns a value indicating whether the specified buffer is currently reserved by the specified track
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/// </summary>
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/// <param name="trackId">The track to check</param>
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/// <param name="bufferTag">The buffer tag to check</param>
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public bool ContainsBuffer(int trackId, long bufferTag)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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return track.ContainsBuffer(bufferTag);
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}
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}
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return false;
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}
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/// <summary>
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/// Gets a list of buffer tags the specified track is no longer reserving
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/// </summary>
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/// <param name="trackId">The track to retrieve buffer tags from</param>
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/// <param name="maxCount">The maximum amount of buffer tags to retrieve</param>
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/// <returns>Buffers released by the specified track</returns>
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public long[] GetReleasedBuffers(int trackId, int maxCount)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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return track.GetReleasedBuffers(maxCount);
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}
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}
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return null;
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}
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/// <summary>
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/// Appends an audio buffer to the specified track
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/// </summary>
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/// <typeparam name="T">The sample type of the buffer</typeparam>
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/// <param name="trackId">The track to append the buffer to</param>
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/// <param name="bufferTag">The internal tag of the buffer</param>
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/// <param name="buffer">The buffer to append to the track</param>
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public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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int bufferId = track.AppendBuffer(bufferTag);
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int size = buffer.Length * Marshal.SizeOf<T>();
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AL.BufferData(bufferId, track.Format, buffer, size, track.SampleRate);
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AL.SourceQueueBuffer(track.SourceId, bufferId);
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StartPlaybackIfNeeded(track);
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}
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}
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}
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/// <summary>
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/// Starts playback
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/// </summary>
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/// <param name="trackId">The ID of the track to start playback on</param>
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public void Start(int trackId)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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track.State = PlaybackState.Playing;
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StartPlaybackIfNeeded(track);
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}
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}
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}
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private void StartPlaybackIfNeeded(OpenALAudioTrack track)
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{
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AL.GetSource(track.SourceId, ALGetSourcei.SourceState, out int stateInt);
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ALSourceState State = (ALSourceState)stateInt;
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if (State != ALSourceState.Playing && track.State == PlaybackState.Playing)
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{
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if (_volumeChanged)
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{
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AL.Source(track.SourceId, ALSourcef.Gain, _volume);
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_volumeChanged = false;
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}
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AL.SourcePlay(track.SourceId);
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}
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}
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/// <summary>
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/// Stops playback
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/// </summary>
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/// <param name="trackId">The ID of the track to stop playback on</param>
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public void Stop(int trackId)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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track.State = PlaybackState.Stopped;
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AL.SourceStop(track.SourceId);
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}
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}
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}
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/// <summary>
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/// Get playback volume
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/// </summary>
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public float GetVolume() => _volume;
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/// <summary>
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/// Set playback volume
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/// </summary>
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/// <param name="volume">The volume of the playback</param>
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public void SetVolume(float volume)
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{
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if (!_volumeChanged)
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{
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_volume = volume;
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_volumeChanged = true;
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}
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}
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/// <summary>
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/// Gets the current playback state of the specified track
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/// </summary>
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/// <param name="trackId">The track to retrieve the playback state for</param>
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public PlaybackState GetState(int trackId)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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return track.State;
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}
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return PlaybackState.Stopped;
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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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_keepPolling = false;
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}
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}
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}
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} |