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
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using Ryujinx.Cpu;
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using Ryujinx.Memory;
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using System;
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using System.Text;
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using Ryujinx.Audio.Common;
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using Ryujinx.HLE.HOS.Services.Audio.AudioIn;
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namespace Ryujinx.HLE.HOS.Services.Audio
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{
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[Service("audin:u")]
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class IAudioInManager : IpcService
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interface IAudioInManager
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{
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private const string DefaultAudioInsName = "BuiltInHeadset";
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public string[] ListAudioIns(bool filtered);
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public IAudioInManager(ServiceCtx context) { }
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[Command(0)]
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// ListAudioIns() -> (u32 count, buffer<bytes, 6> names)
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public ResultCode ListAudioIns(ServiceCtx context)
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{
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long bufferPosition = context.Request.ReceiveBuff[0].Position;
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long bufferSize = context.Request.ReceiveBuff[0].Size;
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// NOTE: The service check if AudioInManager thread is started, if not it starts it.
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uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, false);
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context.ResponseData.Write(count);
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return ResultCode.Success;
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}
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[Command(2)] // 3.0.0+
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// ListAudioInsAuto() -> (u32 count, buffer<bytes, 0x22> names)
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public ResultCode ListAudioInsAuto(ServiceCtx context)
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{
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(long bufferPosition, long bufferSize) = context.Request.GetBufferType0x22();
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// NOTE: The service check if AudioInManager thread is started, if not it starts it.
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uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, false);
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context.ResponseData.Write(count);
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return ResultCode.Success;
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}
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[Command(4)] // 3.0.0+
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// ListAudioInsAutoFiltered() -> (u32 count, buffer<bytes, 0x22> names)
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public ResultCode ListAudioInsAutoFiltered(ServiceCtx context)
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{
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(long bufferPosition, long bufferSize) = context.Request.GetBufferType0x22();
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// NOTE: The service check if AudioInManager thread is started, if not it starts it.
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uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, true);
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context.ResponseData.Write(count);
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return ResultCode.Success;
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}
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private uint ListAudioInsImpl(IVirtualMemoryManager memory, long bufferPosition, long bufferSize, bool filtered = false)
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{
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uint count = 0;
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MemoryHelper.FillWithZeros(memory, bufferPosition, (int)bufferSize);
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if (bufferSize > 0)
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{
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// NOTE: The service also check that the input target is enabled when in filtering mode, as audctl and most of the audin logic isn't supported, we don't support it.
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if (!filtered)
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{
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byte[] deviceNameBuffer = Encoding.ASCII.GetBytes(DefaultAudioInsName + "\0");
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memory.Write((ulong)bufferPosition, deviceNameBuffer);
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count++;
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}
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// NOTE: The service adds other input devices names available in the buffer,
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// every name is aligned to 0x100 bytes.
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// Since we don't support it for now, it's fine to do nothing here.
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}
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return count;
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}
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public ResultCode OpenAudioIn(ServiceCtx context, out string outputDeviceName, out AudioOutputConfiguration outputConfiguration, out IAudioIn obj, string inputDeviceName, ref AudioInputConfiguration parameter, ulong appletResourceUserId, uint processHandle);
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}
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}
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