mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-10 23:36:39 +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
87 lines
3.1 KiB
C#
87 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.Renderer.Server.Upsampler;
|
|
using System;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp.Command
|
|
{
|
|
public class UpsampleCommand : ICommand
|
|
{
|
|
public bool Enabled { get; set; }
|
|
|
|
public int NodeId { get; }
|
|
|
|
public CommandType CommandType => CommandType.Upsample;
|
|
|
|
public ulong EstimatedProcessingTime { get; set; }
|
|
|
|
public uint BufferCount { get; }
|
|
public uint InputBufferIndex { get; }
|
|
public uint InputSampleCount { get; }
|
|
public uint InputSampleRate { get; }
|
|
|
|
public UpsamplerState UpsamplerInfo { get; }
|
|
|
|
public Memory<float> OutBuffer { get; }
|
|
|
|
public UpsampleCommand(uint bufferOffset, UpsamplerState info, uint inputCount, Span<byte> inputBufferOffset, uint bufferCount, uint sampleCount, uint sampleRate, int nodeId)
|
|
{
|
|
Enabled = true;
|
|
NodeId = nodeId;
|
|
|
|
InputBufferIndex = 0;
|
|
OutBuffer = info.OutputBuffer;
|
|
BufferCount = bufferCount;
|
|
InputSampleCount = sampleCount;
|
|
InputSampleRate = sampleRate;
|
|
info.SourceSampleCount = inputCount;
|
|
info.InputBufferIndices = new ushort[inputCount];
|
|
|
|
for (int i = 0; i < inputCount; i++)
|
|
{
|
|
info.InputBufferIndices[i] = (ushort)(bufferOffset + inputBufferOffset[i]);
|
|
}
|
|
|
|
UpsamplerInfo = info;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private Span<float> GetBuffer(int index, int sampleCount)
|
|
{
|
|
return UpsamplerInfo.OutputBuffer.Span.Slice(index * sampleCount, sampleCount);
|
|
}
|
|
|
|
public void Process(CommandList context)
|
|
{
|
|
float ratio = (float)InputSampleRate / Constants.TargetSampleRate;
|
|
|
|
uint bufferCount = Math.Min(BufferCount, UpsamplerInfo.SourceSampleCount);
|
|
|
|
for (int i = 0; i < bufferCount; i++)
|
|
{
|
|
Span<float> inputBuffer = context.GetBuffer(UpsamplerInfo.InputBufferIndices[i]);
|
|
Span<float> outputBuffer = GetBuffer(UpsamplerInfo.InputBufferIndices[i], (int)UpsamplerInfo.SampleCount);
|
|
|
|
float fraction = 0.0f;
|
|
|
|
ResamplerHelper.ResampleForUpsampler(outputBuffer, inputBuffer, ratio, ref fraction, (int)(InputSampleCount / ratio));
|
|
}
|
|
}
|
|
}
|
|
}
|