mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-22 07:32:01 +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
330 lines
11 KiB
C#
330 lines
11 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.Common;
|
|
using Ryujinx.Audio.Renderer.Parameter;
|
|
using Ryujinx.Audio.Renderer.Server.Effect;
|
|
using Ryujinx.Audio.Renderer.Server.Splitter;
|
|
using Ryujinx.Common.Utilities;
|
|
using System;
|
|
using System.Diagnostics;
|
|
using System.Runtime.CompilerServices;
|
|
using System.Runtime.InteropServices;
|
|
|
|
using static Ryujinx.Audio.Constants;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Server.Mix
|
|
{
|
|
/// <summary>
|
|
/// Server state for a mix.
|
|
/// </summary>
|
|
[StructLayout(LayoutKind.Sequential, Size = 0x940, Pack = Alignment)]
|
|
public struct MixState
|
|
{
|
|
public const uint InvalidDistanceFromFinalMix = 0x80000000;
|
|
|
|
public const int Alignment = 0x10;
|
|
|
|
/// <summary>
|
|
/// Base volume of the mix.
|
|
/// </summary>
|
|
public float Volume;
|
|
|
|
/// <summary>
|
|
/// Target sample rate of the mix.
|
|
/// </summary>
|
|
public uint SampleRate;
|
|
|
|
/// <summary>
|
|
/// Target buffer count.
|
|
/// </summary>
|
|
public uint BufferCount;
|
|
|
|
/// <summary>
|
|
/// Set to true if in use.
|
|
/// </summary>
|
|
[MarshalAs(UnmanagedType.I1)]
|
|
public bool IsUsed;
|
|
|
|
/// <summary>
|
|
/// The id of the mix.
|
|
/// </summary>
|
|
public int MixId;
|
|
|
|
/// <summary>
|
|
/// The mix node id.
|
|
/// </summary>
|
|
public int NodeId;
|
|
|
|
/// <summary>
|
|
/// the buffer offset to use for command generation.
|
|
/// </summary>
|
|
public uint BufferOffset;
|
|
|
|
/// <summary>
|
|
/// The distance of the mix from the final mix.
|
|
/// </summary>
|
|
public uint DistanceFromFinalMix;
|
|
|
|
/// <summary>
|
|
/// The effect processing order storage.
|
|
/// </summary>
|
|
private IntPtr _effectProcessingOrderArrayPointer;
|
|
|
|
/// <summary>
|
|
/// The max element count that can be found in the effect processing order storage.
|
|
/// </summary>
|
|
public uint EffectProcessingOrderArrayMaxCount;
|
|
|
|
/// <summary>
|
|
/// The mix to output the result of this mix.
|
|
/// </summary>
|
|
public int DestinationMixId;
|
|
|
|
/// <summary>
|
|
/// Mix buffer volumes storage.
|
|
/// </summary>
|
|
private MixVolumeArray _mixVolumeArray;
|
|
|
|
/// <summary>
|
|
/// The splitter to output the result of this mix.
|
|
/// </summary>
|
|
public uint DestinationSplitterId;
|
|
|
|
/// <summary>
|
|
/// If set to true, the long size pre-delay is supported on the reverb command.
|
|
/// </summary>
|
|
[MarshalAs(UnmanagedType.I1)]
|
|
public bool IsLongSizePreDelaySupported;
|
|
|
|
[StructLayout(LayoutKind.Sequential, Size = Size, Pack = 1)]
|
|
private struct MixVolumeArray
|
|
{
|
|
private const int Size = 4 * MixBufferCountMax * MixBufferCountMax;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Mix buffer volumes.
|
|
/// </summary>
|
|
/// <remarks>Used when no splitter id is specified.</remarks>
|
|
public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixVolumeArray);
|
|
|
|
/// <summary>
|
|
/// Get the volume for a given connection destination.
|
|
/// </summary>
|
|
/// <param name="sourceIndex">The source node index.</param>
|
|
/// <param name="destinationIndex">The destination node index</param>
|
|
/// <returns>The volume for the given connection destination.</returns>
|
|
public float GetMixBufferVolume(int sourceIndex, int destinationIndex)
|
|
{
|
|
return MixBufferVolume[sourceIndex * MixBufferCountMax + destinationIndex];
|
|
}
|
|
|
|
/// <summary>
|
|
/// The array used to order effects associated to this mix.
|
|
/// </summary>
|
|
public Span<int> EffectProcessingOrderArray
|
|
{
|
|
get
|
|
{
|
|
if (_effectProcessingOrderArrayPointer == IntPtr.Zero)
|
|
{
|
|
return Span<int>.Empty;
|
|
}
|
|
|
|
unsafe
|
|
{
|
|
return new Span<int>((void*)_effectProcessingOrderArrayPointer, (int)EffectProcessingOrderArrayMaxCount);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a new <see cref="MixState"/>
|
|
/// </summary>
|
|
/// <param name="effectProcessingOrderArray"></param>
|
|
/// <param name="behaviourContext"></param>
|
|
public MixState(Memory<int> effectProcessingOrderArray, ref BehaviourContext behaviourContext) : this()
|
|
{
|
|
MixId = UnusedMixId;
|
|
|
|
DistanceFromFinalMix = InvalidDistanceFromFinalMix;
|
|
|
|
DestinationMixId = UnusedMixId;
|
|
|
|
DestinationSplitterId = UnusedSplitterId;
|
|
|
|
unsafe
|
|
{
|
|
// SAFETY: safe as effectProcessingOrderArray comes from the work buffer memory that is pinned.
|
|
_effectProcessingOrderArrayPointer = (IntPtr)Unsafe.AsPointer(ref MemoryMarshal.GetReference(effectProcessingOrderArray.Span));
|
|
}
|
|
|
|
EffectProcessingOrderArrayMaxCount = (uint)effectProcessingOrderArray.Length;
|
|
|
|
IsLongSizePreDelaySupported = behaviourContext.IsLongSizePreDelaySupported();
|
|
|
|
ClearEffectProcessingOrder();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clear the <see cref="DistanceFromFinalMix"/> value to its default state.
|
|
/// </summary>
|
|
public void ClearDistanceFromFinalMix()
|
|
{
|
|
DistanceFromFinalMix = InvalidDistanceFromFinalMix;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clear the <see cref="EffectProcessingOrderArray"/> to its default state.
|
|
/// </summary>
|
|
public void ClearEffectProcessingOrder()
|
|
{
|
|
EffectProcessingOrderArray.Fill(-1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return true if the mix has any destinations.
|
|
/// </summary>
|
|
/// <returns>True if the mix has any destinations.</returns>
|
|
public bool HasAnyDestination()
|
|
{
|
|
return DestinationMixId != UnusedMixId || DestinationSplitterId != UnusedSplitterId;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the mix connection on the adjacency matrix.
|
|
/// </summary>
|
|
/// <param name="edgeMatrix">The adjacency matrix.</param>
|
|
/// <param name="parameter">The input parameter of the mix.</param>
|
|
/// <param name="splitterContext">The splitter context.</param>
|
|
/// <returns>Return true, new connections were done on the adjacency matrix.</returns>
|
|
private bool UpdateConnection(EdgeMatrix edgeMatrix, ref MixParameter parameter, ref SplitterContext splitterContext)
|
|
{
|
|
bool hasNewConnections;
|
|
|
|
if (DestinationSplitterId == UnusedSplitterId)
|
|
{
|
|
hasNewConnections = false;
|
|
}
|
|
else
|
|
{
|
|
ref SplitterState splitter = ref splitterContext.GetState((int)DestinationSplitterId);
|
|
|
|
hasNewConnections = splitter.HasNewConnection;
|
|
}
|
|
|
|
if (DestinationMixId == parameter.DestinationMixId && DestinationSplitterId == parameter.DestinationSplitterId && !hasNewConnections)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
edgeMatrix.RemoveEdges(MixId);
|
|
|
|
if (parameter.DestinationMixId == UnusedMixId)
|
|
{
|
|
if (parameter.DestinationSplitterId != UnusedSplitterId)
|
|
{
|
|
ref SplitterState splitter = ref splitterContext.GetState((int)parameter.DestinationSplitterId);
|
|
|
|
for (int i = 0; i < splitter.DestinationCount; i++)
|
|
{
|
|
Span<SplitterDestination> destination = splitter.GetData(i);
|
|
|
|
if (!destination.IsEmpty)
|
|
{
|
|
int destinationMixId = destination[0].DestinationId;
|
|
|
|
if (destinationMixId != UnusedMixId)
|
|
{
|
|
edgeMatrix.Connect(MixId, destinationMixId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
edgeMatrix.Connect(MixId, parameter.DestinationMixId);
|
|
}
|
|
|
|
DestinationMixId = parameter.DestinationMixId;
|
|
DestinationSplitterId = parameter.DestinationSplitterId;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the mix from user information.
|
|
/// </summary>
|
|
/// <param name="edgeMatrix">The adjacency matrix.</param>
|
|
/// <param name="parameter">The input parameter of the mix.</param>
|
|
/// <param name="effectContext">The effect context.</param>
|
|
/// <param name="splitterContext">The splitter context.</param>
|
|
/// <param name="behaviourContext">The behaviour context.</param>
|
|
/// <returns>Return true if the mix was changed.</returns>
|
|
public bool Update(EdgeMatrix edgeMatrix, ref MixParameter parameter, EffectContext effectContext, SplitterContext splitterContext, BehaviourContext behaviourContext)
|
|
{
|
|
bool isDirty;
|
|
|
|
Volume = parameter.Volume;
|
|
SampleRate = parameter.SampleRate;
|
|
BufferCount = parameter.BufferCount;
|
|
IsUsed = parameter.IsUsed;
|
|
MixId = parameter.MixId;
|
|
NodeId = parameter.NodeId;
|
|
parameter.MixBufferVolume.CopyTo(MixBufferVolume);
|
|
|
|
if (behaviourContext.IsSplitterSupported())
|
|
{
|
|
isDirty = UpdateConnection(edgeMatrix, ref parameter, ref splitterContext);
|
|
}
|
|
else
|
|
{
|
|
isDirty = DestinationMixId != parameter.DestinationMixId;
|
|
|
|
if (DestinationMixId != parameter.DestinationMixId)
|
|
{
|
|
DestinationMixId = parameter.DestinationMixId;
|
|
}
|
|
|
|
DestinationSplitterId = UnusedSplitterId;
|
|
}
|
|
|
|
ClearEffectProcessingOrder();
|
|
|
|
for (int i = 0; i < effectContext.GetCount(); i++)
|
|
{
|
|
ref BaseEffect effect = ref effectContext.GetEffect(i);
|
|
|
|
if (effect.MixId == MixId)
|
|
{
|
|
Debug.Assert(effect.ProcessingOrder <= EffectProcessingOrderArrayMaxCount);
|
|
|
|
if (effect.ProcessingOrder > EffectProcessingOrderArrayMaxCount)
|
|
{
|
|
return isDirty;
|
|
}
|
|
|
|
EffectProcessingOrderArray[(int)effect.ProcessingOrder] = i;
|
|
}
|
|
}
|
|
|
|
return isDirty;
|
|
}
|
|
}
|
|
}
|