f556c80d02
* 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
103 lines
3.3 KiB
C#
103 lines
3.3 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Effect
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{
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/// <summary>
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/// Server state for a reverberation effect.
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/// </summary>
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public class ReverbEffect : BaseEffect
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{
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/// <summary>
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/// The reverberation parameter.
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/// </summary>
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public ReverbParameter Parameter;
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/// <summary>
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/// The reverberation state.
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/// </summary>
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public Memory<ReverbState> State { get; }
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/// <summary>
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/// Create a new <see cref="ReverbEffect"/>.
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/// </summary>
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public ReverbEffect()
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{
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State = new ReverbState[1];
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}
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public override EffectType TargetEffectType => EffectType.Reverb;
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public override ulong GetWorkBuffer(int index)
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{
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return GetSingleBuffer();
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}
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public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, ref EffectInParameter parameter, PoolMapper mapper)
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{
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Debug.Assert(IsTypeValid(ref parameter));
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ref ReverbParameter reverbParameter = ref MemoryMarshal.Cast<byte, ReverbParameter>(parameter.SpecificData)[0];
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updateErrorInfo = new BehaviourParameter.ErrorInfo();
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if (reverbParameter.IsChannelCountMaxValid())
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{
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UpdateParameterBase(ref parameter);
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UsageState oldParameterStatus = Parameter.Status;
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Parameter = reverbParameter;
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if (reverbParameter.IsChannelCountValid())
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{
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IsEnabled = parameter.IsEnabled;
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if (oldParameterStatus != UsageState.Enabled)
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{
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Parameter.Status = oldParameterStatus;
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}
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if (BufferUnmapped || parameter.IsNew)
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{
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UsageState = UsageState.New;
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Parameter.Status = UsageState.Invalid;
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BufferUnmapped = !mapper.TryAttachBuffer(out updateErrorInfo, ref WorkBuffers[0], parameter.BufferBase, parameter.BufferSize);
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}
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}
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}
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}
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public override void UpdateForCommandGeneration()
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{
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UpdateUsageStateForCommandGeneration();
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Parameter.Status = UsageState.Enabled;
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}
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}
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}
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