Haydn: Part 1 (#2007)

* 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
This commit is contained in:
Mary 2021-02-26 01:11:56 +01:00 committed by GitHub
parent 1c49089ff0
commit f556c80d02
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GPG key ID: 4AEE18F83AFDEB23
249 changed files with 5614 additions and 2712 deletions

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@ -4,6 +4,10 @@ using Gtk;
using LibHac.Common;
using LibHac.Ns;
using Ryujinx.Audio;
using Ryujinx.Audio.Backends.Dummy;
using Ryujinx.Audio.Backends.OpenAL;
using Ryujinx.Audio.Backends.SoundIo;
using Ryujinx.Audio.Integration;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Logging;
using Ryujinx.Common.System;
@ -281,14 +285,14 @@ namespace Ryujinx.Ui
{
_virtualFileSystem.Reload();
IRenderer renderer = new Renderer();
IAalOutput audioEngine = new DummyAudioOut();
IRenderer renderer = new Renderer();
IHardwareDeviceDriver deviceDriver = new DummyHardwareDeviceDriver();
if (ConfigurationState.Instance.System.AudioBackend.Value == AudioBackend.SoundIo)
{
if (SoundIoAudioOut.IsSupported)
if (SoundIoHardwareDeviceDriver.IsSupported)
{
audioEngine = new SoundIoAudioOut();
deviceDriver = new SoundIoHardwareDeviceDriver();
}
else
{
@ -297,22 +301,22 @@ namespace Ryujinx.Ui
}
else if (ConfigurationState.Instance.System.AudioBackend.Value == AudioBackend.OpenAl)
{
if (OpenALAudioOut.IsSupported)
if (OpenALHardwareDeviceDriver.IsSupported)
{
audioEngine = new OpenALAudioOut();
deviceDriver = new OpenALHardwareDeviceDriver();
}
else
{
Logger.Warning?.Print(LogClass.Audio, "OpenAL is not supported, trying to fall back to SoundIO.");
if (SoundIoAudioOut.IsSupported)
if (SoundIoHardwareDeviceDriver.IsSupported)
{
Logger.Warning?.Print(LogClass.Audio, "Found SoundIO, changing configuration.");
ConfigurationState.Instance.System.AudioBackend.Value = AudioBackend.SoundIo;
SaveConfig();
audioEngine = new SoundIoAudioOut();
deviceDriver = new SoundIoHardwareDeviceDriver();
}
else
{
@ -321,7 +325,7 @@ namespace Ryujinx.Ui
}
}
_emulationContext = new HLE.Switch(_virtualFileSystem, _contentManager, _userChannelPersistence, renderer, audioEngine)
_emulationContext = new HLE.Switch(_virtualFileSystem, _contentManager, _userChannelPersistence, renderer, deviceDriver)
{
UiHandler = _uiHandler
};