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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
34 lines
872 B
C#
34 lines
872 B
C#
using Ryujinx.Audio.Common;
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using Ryujinx.HLE.HOS.Kernel.Threading;
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using System;
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namespace Ryujinx.HLE.HOS.Services.Audio.AudioIn
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{
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interface IAudioIn : IDisposable
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{
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AudioDeviceState GetState();
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ResultCode Start();
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ResultCode Stop();
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ResultCode AppendBuffer(ulong bufferTag, ref AudioUserBuffer buffer);
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// NOTE: This is broken by design... not quite sure what it's used for (if anything in production).
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ResultCode AppendUacBuffer(ulong bufferTag, ref AudioUserBuffer buffer, uint handle);
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KEvent RegisterBufferEvent();
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ResultCode GetReleasedBuffers(Span<ulong> releasedBuffers, out uint releasedCount);
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bool ContainsBuffer(ulong bufferTag);
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uint GetBufferCount();
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bool FlushBuffers();
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void SetVolume(float volume);
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float GetVolume();
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}
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}
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