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
83 lines
2.5 KiB
C#
83 lines
2.5 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 System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server.Effect
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{
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/// <summary>
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/// Effect context.
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/// </summary>
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public class EffectContext
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{
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/// <summary>
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/// Storage for <see cref="BaseEffect"/>.
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/// </summary>
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private BaseEffect[] _effects;
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/// <summary>
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/// The total effect count.
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/// </summary>
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private uint _effectCount;
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/// <summary>
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/// Create a new <see cref="EffectContext"/>.
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/// </summary>
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public EffectContext()
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{
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_effects = null;
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_effectCount = 0;
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}
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/// <summary>
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/// Initialize the <see cref="EffectContext"/>.
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/// </summary>
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/// <param name="effectCount">The total effect count.</param>
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public void Initialize(uint effectCount)
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{
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_effectCount = effectCount;
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_effects = new BaseEffect[effectCount];
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for (int i = 0; i < _effectCount; i++)
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{
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_effects[i] = new BaseEffect();
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}
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}
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/// <summary>
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/// Get the total effect count.
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/// </summary>
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/// <returns>The total effect count.</returns>
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public uint GetCount()
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{
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return _effectCount;
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}
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/// <summary>
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/// Get a reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.
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/// </summary>
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/// <param name="index">The index to use.</param>
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/// <returns>A reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.</returns>
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public ref BaseEffect GetEffect(int index)
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{
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Debug.Assert(index >= 0 && index < _effectCount);
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return ref _effects[index];
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}
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}
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}
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