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Ryujinx/Ryujinx.Audio/Input/AudioInputSystem.cs
Mary-nyan 1825bd87b4
misc: Reformat Ryujinx.Audio with dotnet-format (#3485)
This is the first commit of a series of reformat around the codebase as
discussed internally some weeks ago.

This project being one that isn't touched that much, it shouldn't cause
conflict with any opened PRs.
2022-07-25 15:46:33 -03:00

392 lines
No EOL
12 KiB
C#

using Ryujinx.Audio.Common;
using Ryujinx.Audio.Integration;
using System;
using System.Threading;
namespace Ryujinx.Audio.Input
{
/// <summary>
/// Audio input system.
/// </summary>
public class AudioInputSystem : IDisposable
{
/// <summary>
/// The session id associated to the <see cref="AudioInputSystem"/>.
/// </summary>
private int _sessionId;
/// <summary>
/// The session the <see cref="AudioInputSystem"/>.
/// </summary>
private AudioDeviceSession _session;
/// <summary>
/// The target device name of the <see cref="AudioInputSystem"/>.
/// </summary>
public string DeviceName { get; private set; }
/// <summary>
/// The target sample rate of the <see cref="AudioInputSystem"/>.
/// </summary>
public uint SampleRate { get; private set; }
/// <summary>
/// The target channel count of the <see cref="AudioInputSystem"/>.
/// </summary>
public uint ChannelCount { get; private set; }
/// <summary>
/// The target sample format of the <see cref="AudioInputSystem"/>.
/// </summary>
public SampleFormat SampleFormat { get; private set; }
/// <summary>
/// The <see cref="AudioInputManager"/> owning this.
/// </summary>
private AudioInputManager _manager;
/// <summary>
/// The lock of the parent.
/// </summary>
private object _parentLock;
/// <summary>
/// The dispose state.
/// </summary>
private int _disposeState;
/// <summary>
/// Create a new <see cref="AudioInputSystem"/>.
/// </summary>
/// <param name="manager">The manager instance</param>
/// <param name="parentLock">The lock of the manager</param>
/// <param name="deviceSession">The hardware device session</param>
/// <param name="bufferEvent">The buffer release event of the audio input</param>
public AudioInputSystem(AudioInputManager manager, object parentLock, IHardwareDeviceSession deviceSession, IWritableEvent bufferEvent)
{
_manager = manager;
_parentLock = parentLock;
_session = new AudioDeviceSession(deviceSession, bufferEvent);
}
/// <summary>
/// Get the default device name on the system.
/// </summary>
/// <returns>The default device name on the system.</returns>
private static string GetDeviceDefaultName()
{
return Constants.DefaultDeviceInputName;
}
/// <summary>
/// Check if a given configuration and device name is valid on the system.
/// </summary>
/// <param name="configuration">The configuration to check.</param>
/// <param name="deviceName">The device name to check.</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
private static ResultCode IsConfigurationValid(ref AudioInputConfiguration configuration, string deviceName)
{
if (deviceName.Length != 0 && !deviceName.Equals(GetDeviceDefaultName()))
{
return ResultCode.DeviceNotFound;
}
else if (configuration.SampleRate != 0 && configuration.SampleRate != Constants.TargetSampleRate)
{
return ResultCode.UnsupportedSampleRate;
}
else if (configuration.ChannelCount != 0 && configuration.ChannelCount != 1 && configuration.ChannelCount != 2 && configuration.ChannelCount != 6)
{
return ResultCode.UnsupportedChannelConfiguration;
}
return ResultCode.Success;
}
/// <summary>
/// Get the released buffer event.
/// </summary>
/// <returns>The released buffer event</returns>
public IWritableEvent RegisterBufferEvent()
{
lock (_parentLock)
{
return _session.GetBufferEvent();
}
}
/// <summary>
/// Update the <see cref="AudioInputSystem"/>.
/// </summary>
public void Update()
{
lock (_parentLock)
{
_session.Update();
}
}
/// <summary>
/// Get the id of this session.
/// </summary>
/// <returns>The id of this session</returns>
public int GetSessionId()
{
return _sessionId;
}
/// <summary>
/// Initialize the <see cref="AudioInputSystem"/>.
/// </summary>
/// <param name="inputDeviceName">The input device name wanted by the user</param>
/// <param name="sampleFormat">The sample format to use</param>
/// <param name="parameter">The user configuration</param>
/// <param name="sessionId">The session id associated to this <see cref="AudioInputSystem"/></param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
public ResultCode Initialize(string inputDeviceName, SampleFormat sampleFormat, ref AudioInputConfiguration parameter, int sessionId)
{
_sessionId = sessionId;
ResultCode result = IsConfigurationValid(ref parameter, inputDeviceName);
if (result == ResultCode.Success)
{
if (inputDeviceName.Length == 0)
{
DeviceName = GetDeviceDefaultName();
}
else
{
DeviceName = inputDeviceName;
}
if (parameter.ChannelCount == 6)
{
ChannelCount = 6;
}
else
{
ChannelCount = 2;
}
SampleFormat = sampleFormat;
SampleRate = Constants.TargetSampleRate;
}
return result;
}
/// <summary>
/// Append a new audio buffer to the audio input.
/// </summary>
/// <param name="bufferTag">The unique tag of this buffer.</param>
/// <param name="userBuffer">The buffer informations.</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
public ResultCode AppendBuffer(ulong bufferTag, ref AudioUserBuffer userBuffer)
{
lock (_parentLock)
{
AudioBuffer buffer = new AudioBuffer
{
BufferTag = bufferTag,
DataPointer = userBuffer.Data,
DataSize = userBuffer.DataSize
};
if (_session.AppendBuffer(buffer))
{
return ResultCode.Success;
}
return ResultCode.BufferRingFull;
}
}
/// <summary>
/// Append a new audio buffer to the audio input.
/// </summary>
/// <remarks>This is broken by design, only added for completness.</remarks>
/// <param name="bufferTag">The unique tag of this buffer.</param>
/// <param name="userBuffer">The buffer informations.</param>
/// <param name="handle">Some unknown handle.</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
public ResultCode AppendUacBuffer(ulong bufferTag, ref AudioUserBuffer userBuffer, uint handle)
{
lock (_parentLock)
{
AudioBuffer buffer = new AudioBuffer
{
BufferTag = bufferTag,
DataPointer = userBuffer.Data,
DataSize = userBuffer.DataSize
};
if (_session.AppendUacBuffer(buffer, handle))
{
return ResultCode.Success;
}
return ResultCode.BufferRingFull;
}
}
/// <summary>
/// Get the release buffers.
/// </summary>
/// <param name="releasedBuffers">The buffer to write the release buffers</param>
/// <param name="releasedCount">The count of released buffers</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
public ResultCode GetReleasedBuffers(Span<ulong> releasedBuffers, out uint releasedCount)
{
releasedCount = 0;
// Ensure that the first entry is set to zero if no entries are returned.
if (releasedBuffers.Length > 0)
{
releasedBuffers[0] = 0;
}
lock (_parentLock)
{
for (int i = 0; i < releasedBuffers.Length; i++)
{
if (!_session.TryPopReleasedBuffer(out AudioBuffer buffer))
{
break;
}
releasedBuffers[i] = buffer.BufferTag;
releasedCount++;
}
}
return ResultCode.Success;
}
/// <summary>
/// Get the current state of the <see cref="AudioInputSystem"/>.
/// </summary>
/// <returns>Return the curent sta\te of the <see cref="AudioInputSystem"/></returns>
public AudioDeviceState GetState()
{
lock (_parentLock)
{
return _session.GetState();
}
}
/// <summary>
/// Start the audio session.
/// </summary>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
public ResultCode Start()
{
lock (_parentLock)
{
return _session.Start();
}
}
/// <summary>
/// Stop the audio session.
/// </summary>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
public ResultCode Stop()
{
lock (_parentLock)
{
return _session.Stop();
}
}
/// <summary>
/// Get the volume of the session.
/// </summary>
/// <returns>The volume of the session</returns>
public float GetVolume()
{
lock (_parentLock)
{
return _session.GetVolume();
}
}
/// <summary>
/// Set the volume of the session.
/// </summary>
/// <param name="volume">The new volume to set</param>
public void SetVolume(float volume)
{
lock (_parentLock)
{
_session.SetVolume(volume);
}
}
/// <summary>
/// Get the count of buffer currently in use (server + driver side).
/// </summary>
/// <returns>The count of buffer currently in use</returns>
public uint GetBufferCount()
{
lock (_parentLock)
{
return _session.GetBufferCount();
}
}
/// <summary>
/// Check if a buffer is present.
/// </summary>
/// <param name="bufferTag">The unique tag of the buffer</param>
/// <returns>Return true if a buffer is present</returns>
public bool ContainsBuffer(ulong bufferTag)
{
lock (_parentLock)
{
return _session.ContainsBuffer(bufferTag);
}
}
/// <summary>
/// Get the count of sample played in this session.
/// </summary>
/// <returns>The count of sample played in this session</returns>
public ulong GetPlayedSampleCount()
{
lock (_parentLock)
{
return _session.GetPlayedSampleCount();
}
}
/// <summary>
/// Flush all buffers to the initial state.
/// </summary>
/// <returns>True if any buffers was flushed</returns>
public bool FlushBuffers()
{
lock (_parentLock)
{
return _session.FlushBuffers();
}
}
public void Dispose()
{
if (Interlocked.CompareExchange(ref _disposeState, 1, 0) == 0)
{
Dispose(true);
}
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_session.Dispose();
_manager.Unregister(this);
}
}
}
}