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Ryujinx/Ryujinx.Audio.Backends.SDL2/SDL2HardwareDeviceSession.cs
sharmander cb43cc7e32
UI - Add Volume Controls + Mute Toggle (F2) (#2871)
* Add the ability to toggle mute in the status bar.

* Add the ability to toggle mute in the status bar.

* Formatting fixes

* Add hotkey (F2) to mute

* Add default hotkey to config.json

* Add ability to change volume via slider.

* Fix Headless

* Fix SDL2 Problem : Credits to d3xMachina

* Remove unnecessary work

* Address gdk comments

* Toggling with Hotkey now properly restores volume to original level.

* Toggling with Hotkey now properly restores volume to original level.

* Update UI to show Volume % instead of Muted/Unmuted

* Clean up the volume ui a bit.

* Undo unintentionally committed code.

* Implement AudRen Support

* Restore intiial volume level in function definition.

* Finalize UI

* Finalize UI

* Use clamp for bounds check

* Use Math.Clamp for volume in soundio

* Address comments by gdkchan

* Address remaining comments

* Fix missing semicolon

* Address remaining gdkchan comment

* Fix comment

* Change /* to //

* Allow volume slider to change volume immediately.
Also force label text to cast to int to prevent decimals from showing in status bar

* Remove blank line

* Undo setting of volume level when "Cancel" is pressed.

* Fix allignment for settings window code
2021-12-23 13:33:56 -03:00

222 lines
7.2 KiB
C#

using Ryujinx.Audio.Backends.Common;
using Ryujinx.Audio.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Memory;
using System;
using System.Collections.Concurrent;
using System.Runtime.InteropServices;
using System.Threading;
using static SDL2.SDL;
namespace Ryujinx.Audio.Backends.SDL2
{
class SDL2HardwareDeviceSession : HardwareDeviceSessionOutputBase
{
private SDL2HardwareDeviceDriver _driver;
private ConcurrentQueue<SDL2AudioBuffer> _queuedBuffers;
private DynamicRingBuffer _ringBuffer;
private ulong _playedSampleCount;
private ManualResetEvent _updateRequiredEvent;
private uint _outputStream;
private SDL_AudioCallback _callbackDelegate;
private int _bytesPerFrame;
private uint _sampleCount;
private bool _started;
private float _volume;
private ushort _nativeSampleFormat;
public SDL2HardwareDeviceSession(SDL2HardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, float requestedVolume) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
{
_driver = driver;
_updateRequiredEvent = _driver.GetUpdateRequiredEvent();
_queuedBuffers = new ConcurrentQueue<SDL2AudioBuffer>();
_ringBuffer = new DynamicRingBuffer();
_callbackDelegate = Update;
_bytesPerFrame = BackendHelper.GetSampleSize(RequestedSampleFormat) * (int)RequestedChannelCount;
_nativeSampleFormat = SDL2HardwareDeviceDriver.GetSDL2Format(RequestedSampleFormat);
_sampleCount = uint.MaxValue;
_started = false;
_volume = requestedVolume;
}
private void EnsureAudioStreamSetup(AudioBuffer buffer)
{
bool needAudioSetup = _outputStream == 0 || ((uint)GetSampleCount(buffer) % _sampleCount) != 0;
if (needAudioSetup)
{
_sampleCount = Math.Max(Constants.TargetSampleCount, (uint)GetSampleCount(buffer));
uint newOutputStream = SDL2HardwareDeviceDriver.OpenStream(RequestedSampleFormat, RequestedSampleRate, RequestedChannelCount, _sampleCount, _callbackDelegate);
if (newOutputStream == 0)
{
// No stream in place, this is unexpected.
throw new InvalidOperationException($"OpenStream failed with error: \"{SDL_GetError()}\"");
}
else
{
if (_outputStream != 0)
{
SDL_CloseAudioDevice(_outputStream);
}
_outputStream = newOutputStream;
SDL_PauseAudioDevice(_outputStream, _started ? 0 : 1);
Logger.Info?.Print(LogClass.Audio, $"New audio stream setup with a target sample count of {_sampleCount}");
}
}
}
private unsafe void Update(IntPtr userdata, IntPtr stream, int streamLength)
{
Span<byte> streamSpan = new Span<byte>((void*)stream, streamLength);
int maxFrameCount = (int)GetSampleCount(streamLength);
int bufferedFrames = _ringBuffer.Length / _bytesPerFrame;
int frameCount = Math.Min(bufferedFrames, maxFrameCount);
if (frameCount == 0)
{
// SDL2 left the responsibility to the user to clear the buffer.
streamSpan.Fill(0);
return;
}
byte[] samples = new byte[frameCount * _bytesPerFrame];
_ringBuffer.Read(samples, 0, samples.Length);
fixed (byte* p = samples)
{
IntPtr pStreamSrc = (IntPtr)p;
// Zero the dest buffer
streamSpan.Fill(0);
// Apply volume to written data
SDL_MixAudioFormat(stream, pStreamSrc, _nativeSampleFormat, (uint)samples.Length, (int)(_volume * SDL_MIX_MAXVOLUME));
}
ulong sampleCount = GetSampleCount(samples.Length);
ulong availaibleSampleCount = sampleCount;
bool needUpdate = false;
while (availaibleSampleCount > 0 && _queuedBuffers.TryPeek(out SDL2AudioBuffer driverBuffer))
{
ulong sampleStillNeeded = driverBuffer.SampleCount - Interlocked.Read(ref driverBuffer.SamplePlayed);
ulong playedAudioBufferSampleCount = Math.Min(sampleStillNeeded, availaibleSampleCount);
ulong currentSamplePlayed = Interlocked.Add(ref driverBuffer.SamplePlayed, playedAudioBufferSampleCount);
availaibleSampleCount -= playedAudioBufferSampleCount;
if (currentSamplePlayed == driverBuffer.SampleCount)
{
_queuedBuffers.TryDequeue(out _);
needUpdate = true;
}
Interlocked.Add(ref _playedSampleCount, playedAudioBufferSampleCount);
}
// Notify the output if needed.
if (needUpdate)
{
_updateRequiredEvent.Set();
}
}
public override ulong GetPlayedSampleCount()
{
return Interlocked.Read(ref _playedSampleCount);
}
public override float GetVolume()
{
return _volume;
}
public override void PrepareToClose() { }
public override void QueueBuffer(AudioBuffer buffer)
{
EnsureAudioStreamSetup(buffer);
SDL2AudioBuffer driverBuffer = new SDL2AudioBuffer(buffer.DataPointer, GetSampleCount(buffer));
_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
_queuedBuffers.Enqueue(driverBuffer);
}
public override void SetVolume(float volume)
{
_volume = volume;
}
public override void Start()
{
if (!_started)
{
if (_outputStream != 0)
{
SDL_PauseAudioDevice(_outputStream, 0);
}
_started = true;
}
}
public override void Stop()
{
if (_started)
{
if (_outputStream != 0)
{
SDL_PauseAudioDevice(_outputStream, 1);
}
_started = false;
}
}
public override void UnregisterBuffer(AudioBuffer buffer) { }
public override bool WasBufferFullyConsumed(AudioBuffer buffer)
{
if (!_queuedBuffers.TryPeek(out SDL2AudioBuffer driverBuffer))
{
return true;
}
return driverBuffer.DriverIdentifier != buffer.DataPointer;
}
protected virtual void Dispose(bool disposing)
{
if (disposing && _driver.Unregister(this))
{
PrepareToClose();
Stop();
if (_outputStream != 0)
{
SDL_CloseAudioDevice(_outputStream);
}
}
}
public override void Dispose()
{
Dispose(true);
}
}
}