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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Mary 2021-02-26 01:11:56 +01:00 committed by GitHub
parent 1c49089ff0
commit f556c80d02
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249 changed files with 5614 additions and 2712 deletions

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@ -1,87 +1,12 @@
using Ryujinx.Cpu;
using Ryujinx.Memory;
using System;
using System.Text;
using Ryujinx.Audio.Common;
using Ryujinx.HLE.HOS.Services.Audio.AudioIn;
namespace Ryujinx.HLE.HOS.Services.Audio
{
[Service("audin:u")]
class IAudioInManager : IpcService
interface IAudioInManager
{
private const string DefaultAudioInsName = "BuiltInHeadset";
public string[] ListAudioIns(bool filtered);
public IAudioInManager(ServiceCtx context) { }
[Command(0)]
// ListAudioIns() -> (u32 count, buffer<bytes, 6> names)
public ResultCode ListAudioIns(ServiceCtx context)
{
long bufferPosition = context.Request.ReceiveBuff[0].Position;
long bufferSize = context.Request.ReceiveBuff[0].Size;
// NOTE: The service check if AudioInManager thread is started, if not it starts it.
uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, false);
context.ResponseData.Write(count);
return ResultCode.Success;
}
[Command(2)] // 3.0.0+
// ListAudioInsAuto() -> (u32 count, buffer<bytes, 0x22> names)
public ResultCode ListAudioInsAuto(ServiceCtx context)
{
(long bufferPosition, long bufferSize) = context.Request.GetBufferType0x22();
// NOTE: The service check if AudioInManager thread is started, if not it starts it.
uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, false);
context.ResponseData.Write(count);
return ResultCode.Success;
}
[Command(4)] // 3.0.0+
// ListAudioInsAutoFiltered() -> (u32 count, buffer<bytes, 0x22> names)
public ResultCode ListAudioInsAutoFiltered(ServiceCtx context)
{
(long bufferPosition, long bufferSize) = context.Request.GetBufferType0x22();
// NOTE: The service check if AudioInManager thread is started, if not it starts it.
uint count = ListAudioInsImpl(context.Memory, bufferPosition, bufferSize, true);
context.ResponseData.Write(count);
return ResultCode.Success;
}
private uint ListAudioInsImpl(IVirtualMemoryManager memory, long bufferPosition, long bufferSize, bool filtered = false)
{
uint count = 0;
MemoryHelper.FillWithZeros(memory, bufferPosition, (int)bufferSize);
if (bufferSize > 0)
{
// 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.
if (!filtered)
{
byte[] deviceNameBuffer = Encoding.ASCII.GetBytes(DefaultAudioInsName + "\0");
memory.Write((ulong)bufferPosition, deviceNameBuffer);
count++;
}
// NOTE: The service adds other input devices names available in the buffer,
// every name is aligned to 0x100 bytes.
// Since we don't support it for now, it's fine to do nothing here.
}
return count;
}
public ResultCode OpenAudioIn(ServiceCtx context, out string outputDeviceName, out AudioOutputConfiguration outputConfiguration, out IAudioIn obj, string inputDeviceName, ref AudioInputConfiguration parameter, ulong appletResourceUserId, uint processHandle);
}
}