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Ryujinx/Ryujinx.Audio/Renderers/DummyAudioOut.cs
Ac_K 57c4e6ef21
audout: Implement and fix some calls (#1725)
* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers

This PR implement audout service calls:
- GetAudioOutBufferCount
- GetAudioOutPlayedSampleCount
- FlushAudioOutBuffers

The RE calls just give some hints about no extra checks.
Since we use a totally different implementation because of our backend, I can't do something better for now.

SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong.

This fix #1133, fix #1258 and fix #1519.

Thanks to @jduncanator for this help during the implementation and all his precious advices.

* Fix some debug leftovers

* Address jD feedback
2020-11-20 21:59:01 +01:00

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3 KiB
C#

using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Audio
{
/// <summary>
/// A Dummy audio renderer that does not output any audio
/// </summary>
public class DummyAudioOut : IAalOutput
{
private int _lastTrackId = 1;
private float _volume = 1.0f;
private ConcurrentQueue<int> _trackIds;
private ConcurrentQueue<long> _buffers;
private ConcurrentDictionary<int, ReleaseCallback> _releaseCallbacks;
private ulong _playedSampleCount;
public DummyAudioOut()
{
_buffers = new ConcurrentQueue<long>();
_trackIds = new ConcurrentQueue<int>();
_releaseCallbacks = new ConcurrentDictionary<int, ReleaseCallback>();
}
/// <summary>
/// Dummy audio output is always available, Baka!
/// </summary>
public static bool IsSupported => true;
public PlaybackState GetState(int trackId) => PlaybackState.Stopped;
public bool SupportsChannelCount(int channels)
{
return true;
}
public int OpenHardwareTrack(int sampleRate, int hardwareChannels, int virtualChannels, ReleaseCallback callback)
{
if (!_trackIds.TryDequeue(out int trackId))
{
trackId = ++_lastTrackId;
}
_releaseCallbacks[trackId] = callback;
return trackId;
}
public void CloseTrack(int trackId)
{
_trackIds.Enqueue(trackId);
_releaseCallbacks.Remove(trackId, out _);
}
public bool ContainsBuffer(int trackID, long bufferTag) => false;
public long[] GetReleasedBuffers(int trackId, int maxCount)
{
List<long> bufferTags = new List<long>();
for (int i = 0; i < maxCount; i++)
{
if (!_buffers.TryDequeue(out long tag))
{
break;
}
bufferTags.Add(tag);
}
return bufferTags.ToArray();
}
public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct
{
_buffers.Enqueue(bufferTag);
_playedSampleCount += (ulong)buffer.Length;
if (_releaseCallbacks.TryGetValue(trackId, out var callback))
{
callback?.Invoke();
}
}
public void Start(int trackId) { }
public void Stop(int trackId) { }
public uint GetBufferCount(int trackId) => (uint)_buffers.Count;
public ulong GetPlayedSampleCount(int trackId) => _playedSampleCount;
public bool FlushBuffers(int trackId) => false;
public float GetVolume(int trackId) => _volume;
public void SetVolume(int trackId, float volume)
{
_volume = volume;
}
public void Dispose()
{
_buffers.Clear();
}
}
}