ryujinx/Ryujinx.Audio/Backends/Common/HardwareDeviceSessionOutputBase.cs
Mary eb056218a1
audio: Implement a SDL2 backend (#2258)
* audio: Implement a SDL2 backend

This adds support to SDL2 as an audio backend.
It has the same compatibility level as OpenAL without its issues.

I also took the liberty of restructuring the SDL2 code to have one
shared project between audio and input.

The configuration version was also incremented.

* Address gdkchan's comments

* Fix update logic

* Add an heuristic to pick the correct target sample count wanted by the game

* Address gdkchan's comments

* Address Ac_k's comments

* Fix audren output

* Address gdkchan's comments
2021-05-05 23:37:09 +02:00

97 lines
3.2 KiB
C#

//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Integration;
using Ryujinx.Memory;
using System.Runtime.CompilerServices;
namespace Ryujinx.Audio.Backends.Common
{
public abstract class HardwareDeviceSessionOutputBase : IHardwareDeviceSession
{
public IVirtualMemoryManager MemoryManager { get; }
public SampleFormat RequestedSampleFormat { get; }
public uint RequestedSampleRate { get; }
public uint RequestedChannelCount { get; }
public HardwareDeviceSessionOutputBase(IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount)
{
MemoryManager = memoryManager;
RequestedSampleFormat = requestedSampleFormat;
RequestedSampleRate = requestedSampleRate;
RequestedChannelCount = requestedChannelCount;
}
private byte[] GetBufferSamples(AudioBuffer buffer)
{
if (buffer.DataPointer == 0)
{
return null;
}
byte[] data = new byte[buffer.DataSize];
MemoryManager.Read(buffer.DataPointer, data);
return data;
}
protected ulong GetSampleCount(AudioBuffer buffer)
{
return GetSampleCount((int)buffer.DataSize);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected ulong GetSampleCount(int dataSize)
{
return (ulong)BackendHelper.GetSampleCount(RequestedSampleFormat, (int)RequestedChannelCount, dataSize);
}
public abstract void Dispose();
public abstract void PrepareToClose();
public abstract void QueueBuffer(AudioBuffer buffer);
public abstract void SetVolume(float volume);
public abstract float GetVolume();
public abstract void Start();
public abstract void Stop();
public abstract ulong GetPlayedSampleCount();
public abstract bool WasBufferFullyConsumed(AudioBuffer buffer);
public virtual bool RegisterBuffer(AudioBuffer buffer)
{
return RegisterBuffer(buffer, GetBufferSamples(buffer));
}
public virtual bool RegisterBuffer(AudioBuffer buffer, byte[] samples)
{
if (samples == null)
{
return false;
}
if (buffer.Data == null)
{
buffer.Data = samples;
}
return true;
}
public virtual void UnregisterBuffer(AudioBuffer buffer) { }
}
}