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Ryujinx/Ryujinx.Audio/Renderers/OpenAL/OpenALAudioOut.cs
Thog a906f2071c
Fix a crash when closing the main UI (#904)
* 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
2020-02-06 12:38:24 +01:00

316 lines
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9.4 KiB
C#

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