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Ryujinx/Ryujinx.Audio/AudioManager.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

132 lines
No EOL
3.8 KiB
C#

using System;
using System.Threading;
namespace Ryujinx.Audio
{
/// <summary>
/// Manage audio input and output system.
/// </summary>
public class AudioManager : IDisposable
{
/// <summary>
/// Lock used to control the waiters registration.
/// </summary>
private object _lock = new object();
/// <summary>
/// Events signaled when the driver played audio buffers.
/// </summary>
private ManualResetEvent[] _updateRequiredEvents;
/// <summary>
/// Action to execute when the driver played audio buffers.
/// </summary>
private Action[] _actions;
/// <summary>
/// The worker thread in charge of handling sessions update.
/// </summary>
private Thread _workerThread;
private bool _isRunning;
/// <summary>
/// Create a new <see cref="AudioManager"/>.
/// </summary>
public AudioManager()
{
_updateRequiredEvents = new ManualResetEvent[2];
_actions = new Action[2];
_isRunning = false;
// Termination event.
_updateRequiredEvents[1] = new ManualResetEvent(false);
_workerThread = new Thread(Update)
{
Name = "AudioManager.Worker"
};
}
/// <summary>
/// Start the <see cref="AudioManager"/>.
/// </summary>
public void Start()
{
if (_workerThread.IsAlive)
{
throw new InvalidOperationException();
}
_isRunning = true;
_workerThread.Start();
}
/// <summary>
/// Initialize update handlers.
/// </summary>
/// <param name="updatedRequiredEvent ">The driver event that will get signaled by the device driver when an audio buffer finished playing/being captured</param>
/// <param name="outputCallback">The callback to call when an audio buffer finished playing</param>
/// <param name="inputCallback">The callback to call when an audio buffer was captured</param>
public void Initialize(ManualResetEvent updatedRequiredEvent, Action outputCallback, Action inputCallback)
{
lock (_lock)
{
_updateRequiredEvents[0] = updatedRequiredEvent;
_actions[0] = outputCallback;
_actions[1] = inputCallback;
}
}
/// <summary>
/// Entrypoint of the <see cref="_workerThread"/> in charge of updating the <see cref="AudioManager"/>.
/// </summary>
private void Update()
{
while (_isRunning)
{
int index = WaitHandle.WaitAny(_updateRequiredEvents);
// Last index is here to indicate thread termination.
if (index + 1 == _updateRequiredEvents.Length)
{
break;
}
lock (_lock)
{
foreach (Action action in _actions)
{
action?.Invoke();
}
_updateRequiredEvents[0].Reset();
}
}
}
/// <summary>
/// Stop updating the <see cref="AudioManager"/> without stopping the worker thread.
/// </summary>
public void StopUpdates()
{
_isRunning = false;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_updateRequiredEvents[1].Set();
_workerThread.Join();
_updateRequiredEvents[1].Dispose();
}
}
}
}