mirror of
https://github.com/Ryujinx/Ryujinx.git
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1825bd87b4
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.
175 lines
No EOL
5.9 KiB
C#
175 lines
No EOL
5.9 KiB
C#
namespace Ryujinx.Audio
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{
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/// <summary>
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/// Define constants used by the audio system.
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/// </summary>
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public static class Constants
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{
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/// <summary>
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/// The default device output name.
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/// </summary>
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public const string DefaultDeviceOutputName = "DeviceOut";
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/// <summary>
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/// The default device input name.
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/// </summary>
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public const string DefaultDeviceInputName = "BuiltInHeadset";
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/// <summary>
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/// The maximum number of channels supported. (6 channels for 5.1 surround)
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/// </summary>
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public const int ChannelCountMax = 6;
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/// <summary>
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/// The maximum number of channels supported per voice.
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/// </summary>
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public const int VoiceChannelCountMax = ChannelCountMax;
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/// <summary>
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/// The maximum count of mix buffer supported per operations (volumes, mix effect, ...)
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/// </summary>
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public const int MixBufferCountMax = 24;
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/// <summary>
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/// The maximum count of wavebuffer per voice.
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/// </summary>
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public const int VoiceWaveBufferCount = 4;
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/// <summary>
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/// The maximum count of biquad filter per voice.
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/// </summary>
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public const int VoiceBiquadFilterCount = 2;
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/// <summary>
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/// The lowest priority that a voice can have.
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/// </summary>
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public const int VoiceLowestPriority = 0xFF;
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/// <summary>
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/// The highest priority that a voice can have.
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/// </summary>
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/// <remarks>Voices with the highest priority will not be dropped if a voice drop needs to occur.</remarks>
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public const int VoiceHighestPriority = 0;
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/// <summary>
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/// Maximum <see cref="Common.BehaviourParameter.ErrorInfo"/> that can be returned by <see cref="Parameter.BehaviourErrorInfoOutStatus"/>.
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/// </summary>
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public const int MaxErrorInfos = 10;
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/// <summary>
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/// Default alignment for buffers.
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/// </summary>
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public const int BufferAlignment = 0x40;
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/// <summary>
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/// Alignment required for the work buffer.
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/// </summary>
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public const int WorkBufferAlignment = 0x1000;
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/// <summary>
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/// Alignment required for every performance metrics frame.
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/// </summary>
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public const int PerformanceMetricsPerFramesSizeAlignment = 0x100;
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/// <summary>
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/// The id of the final mix.
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/// </summary>
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public const int FinalMixId = 0;
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/// <summary>
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/// The id defining an unused mix id.
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/// </summary>
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public const int UnusedMixId = int.MaxValue;
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/// <summary>
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/// The id defining an unused splitter id as a signed integer.
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/// </summary>
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public const int UnusedSplitterIdInt = -1;
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/// <summary>
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/// The id defining an unused splitter id.
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/// </summary>
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public const uint UnusedSplitterId = uint.MaxValue;
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/// <summary>
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/// The id of invalid/unused node id.
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/// </summary>
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public const int InvalidNodeId = -268435456;
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/// <summary>
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/// The indice considered invalid for processing order.
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/// </summary>
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public const int InvalidProcessingOrder = -1;
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/// <summary>
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/// The maximum number of audio renderer sessions allowed to be created system wide.
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/// </summary>
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public const int AudioRendererSessionCountMax = 2;
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/// <summary>
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/// The maximum number of audio output sessions allowed to be created system wide.
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/// </summary>
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public const int AudioOutSessionCountMax = 12;
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/// <summary>
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/// The maximum number of audio input sessions allowed to be created system wide.
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/// </summary>
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public const int AudioInSessionCountMax = 4;
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/// <summary>
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/// Maximum buffers supported by one audio device session.
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/// </summary>
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public const int AudioDeviceBufferCountMax = 32;
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/// <summary>
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/// The target sample rate of the audio renderer. (48kHz)
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/// </summary>
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public const uint TargetSampleRate = 48000;
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/// <summary>
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/// The target sample size of the audio renderer. (PCM16)
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/// </summary>
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public const int TargetSampleSize = sizeof(ushort);
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/// <summary>
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/// The target sample count per audio renderer update.
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/// </summary>
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public const int TargetSampleCount = 240;
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/// <summary>
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/// The size of an upsampler entry to process upsampling to <see cref="TargetSampleRate"/>.
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/// </summary>
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public const int UpSampleEntrySize = TargetSampleCount * VoiceChannelCountMax;
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/// <summary>
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/// The target audio latency computed from <see cref="TargetSampleRate"/> and <see cref="TargetSampleCount"/>.
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/// </summary>
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public const int AudioProcessorMaxUpdateTimeTarget = 1000000000 / ((int)TargetSampleRate / TargetSampleCount); // 5.00 ms
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/// <summary>
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/// The maximum update time of the DSP on original hardware.
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/// </summary>
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public const int AudioProcessorMaxUpdateTime = 5760000; // 5.76 ms
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/// <summary>
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/// The maximum update time per audio renderer session.
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/// </summary>
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public const int AudioProcessorMaxUpdateTimePerSessions = AudioProcessorMaxUpdateTime / AudioRendererSessionCountMax;
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/// <summary>
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/// Guest timer frequency used for system ticks.
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/// </summary>
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public const int TargetTimerFrequency = 19200000;
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/// <summary>
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/// The default coefficients used for standard 5.1 surround to stereo downmixing.
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/// </summary>
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public static float[] DefaultSurroundToStereoCoefficients = new float[4]
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{
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1.0f,
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0.707f,
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0.251f,
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0.707f,
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};
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}
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} |