a389dd59bd
* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
120 lines
4 KiB
C#
120 lines
4 KiB
C#
//
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// Copyright (c) 2019-2020 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.Parameter;
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using System.Diagnostics;
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using static Ryujinx.Audio.Renderer.Common.BehaviourParameter;
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namespace Ryujinx.Audio.Renderer.Server.Sink
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{
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/// <summary>
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/// Base class used for server information of a sink.
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/// </summary>
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public class BaseSink
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{
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/// <summary>
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/// The type of this <see cref="BaseSink"/>.
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/// </summary>
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public SinkType Type;
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/// <summary>
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/// Set to true if the sink is used.
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/// </summary>
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public bool IsUsed;
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/// <summary>
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/// Set to true if the sink need to be skipped because of invalid state.
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/// </summary>
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public bool ShouldSkip;
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/// <summary>
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/// The node id of the sink.
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/// </summary>
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public int NodeId;
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/// <summary>
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/// Create a new <see cref="BaseSink"/>.
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/// </summary>
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public BaseSink()
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{
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CleanUp();
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}
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/// <summary>
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/// Clean up the internal state of the <see cref="BaseSink"/>.
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/// </summary>
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public virtual void CleanUp()
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{
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Type = TargetSinkType;
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IsUsed = false;
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ShouldSkip = false;
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}
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/// <summary>
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/// The target <see cref="SinkType"/> handled by this <see cref="BaseSink"/>.
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/// </summary>
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public virtual SinkType TargetSinkType => SinkType.Invalid;
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/// <summary>
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/// Check if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.
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/// </summary>
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/// <param name="parameter">The user parameter.</param>
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/// <returns>Return true, if the <see cref="SinkType"/> sent by the user match the internal <see cref="SinkType"/>.</returns>
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public bool IsTypeValid(ref SinkInParameter parameter)
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{
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return parameter.Type == TargetSinkType;
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}
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/// <summary>
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/// Update the <see cref="BaseSink"/> state during command generation.
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/// </summary>
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public virtual void UpdateForCommandGeneration()
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{
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Debug.Assert(Type == TargetSinkType);
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}
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/// <summary>
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/// Update the internal common parameters from user parameter.
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/// </summary>
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/// <param name="parameter">The user parameter.</param>
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protected void UpdateStandardParameter(ref SinkInParameter parameter)
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{
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if (IsUsed != parameter.IsUsed)
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{
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IsUsed = parameter.IsUsed;
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NodeId = parameter.NodeId;
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}
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}
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/// <summary>
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/// Update the internal state from user parameter.
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/// </summary>
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/// <param name="errorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param>
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/// <param name="parameter">The user parameter.</param>
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/// <param name="outStatus">The user output status.</param>
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/// <param name="mapper">The mapper to use.</param>
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public virtual void Update(out ErrorInfo errorInfo, ref SinkInParameter parameter, ref SinkOutStatus outStatus, PoolMapper mapper)
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{
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Debug.Assert(IsTypeValid(ref parameter));
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errorInfo = new ErrorInfo();
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}
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}
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}
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