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
145 lines
4.4 KiB
C#
145 lines
4.4 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.Server.Effect;
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using Ryujinx.Common.Memory;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Parameter.Effect
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{
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/// <summary>
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/// <see cref="EffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Reverb3d"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct Reverb3dParameter
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{
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/// <summary>
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/// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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public Array6<byte> Input;
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/// <summary>
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/// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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public Array6<byte> Output;
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/// <summary>
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/// The maximum number of channels supported.
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/// </summary>
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public ushort ChannelCountMax;
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/// <summary>
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/// The total channel count used.
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/// </summary>
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public ushort ChannelCount;
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/// <summary>
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/// Reserved/unused.
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/// </summary>
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private uint _reserved;
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/// <summary>
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/// The target sample rate.
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/// </summary>
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/// <remarks>This is in kHz.</remarks>
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public uint SampleRate;
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/// <summary>
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/// Gain of the room high-frequency effect.
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/// </summary>
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public float RoomHf;
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/// <summary>
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/// Reference high frequency.
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/// </summary>
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public float HfReference;
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/// <summary>
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/// Reverberation decay time at low frequencies.
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/// </summary>
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public float DecayTime;
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/// <summary>
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/// Ratio of the decay time at high frequencies to the decay time at low frequencies.
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/// </summary>
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public float HfDecayRatio;
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/// <summary>
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/// Gain of the room effect.
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/// </summary>
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public float RoomGain;
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/// <summary>
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/// Gain of the early reflections relative to <see cref="RoomGain"/>.
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/// </summary>
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public float ReflectionsGain;
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/// <summary>
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/// Gain of the late reverberation relative to <see cref="RoomGain"/>.
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/// </summary>
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public float ReverbGain;
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/// <summary>
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/// Echo density in the late reverberation decay.
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/// </summary>
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public float Diffusion;
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/// <summary>
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/// Modal density in the late reverberation decay.
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/// </summary>
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public float ReflectionDelay;
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/// <summary>
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/// Time limit between the early reflections and the late reverberation relative to the time of the first reflection.
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/// </summary>
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public float ReverbDelayTime;
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/// <summary>
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/// Modal density in the late reverberation decay.
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/// </summary>
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public float Density;
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/// <summary>
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/// The dry gain.
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/// </summary>
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public float DryGain;
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/// <summary>
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/// The current usage status of the effect on the client side.
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/// </summary>
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public UsageState ParameterStatus;
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/// <summary>
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/// Check if the <see cref="ChannelCount"/> is valid.
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/// </summary>
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/// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns>
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public bool IsChannelCountValid()
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{
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return EffectInParameter.IsChannelCountValid(ChannelCount);
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}
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/// <summary>
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/// Check if the <see cref="ChannelCountMax"/> is valid.
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/// </summary>
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/// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns>
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public bool IsChannelCountMaxValid()
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{
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return EffectInParameter.IsChannelCountValid(ChannelCountMax);
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}
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}
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}
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