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Ryujinx/Ryujinx.Audio/Renderers/SoundIo/SoundIoAudioOut.cs
Ac_K 57c4e6ef21
audout: Implement and fix some calls (#1725)
* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers

This PR implement audout service calls:
- GetAudioOutBufferCount
- GetAudioOutPlayedSampleCount
- FlushAudioOutBuffers

The RE calls just give some hints about no extra checks.
Since we use a totally different implementation because of our backend, I can't do something better for now.

SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong.

This fix #1133, fix #1258 and fix #1519.

Thanks to @jduncanator for this help during the implementation and all his precious advices.

* Fix some debug leftovers

* Address jD feedback
2020-11-20 21:59:01 +01:00

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No EOL
11 KiB
C#

using Ryujinx.Audio.SoundIo;
using SoundIOSharp;
using System;
using System.Collections.Generic;
namespace Ryujinx.Audio
{
/// <summary>
/// An audio renderer that uses libsoundio as the audio backend
/// </summary>
public class SoundIoAudioOut : IAalOutput
{
/// <summary>
/// The maximum amount of tracks we can issue simultaneously
/// </summary>
private const int MaximumTracks = 256;
/// <summary>
/// The <see cref="SoundIO"/> audio context
/// </summary>
private SoundIO _audioContext;
/// <summary>
/// The <see cref="SoundIODevice"/> audio device
/// </summary>
private SoundIODevice _audioDevice;
/// <summary>
/// An object pool containing <see cref="SoundIoAudioTrack"/> objects
/// </summary>
private SoundIoAudioTrackPool _trackPool;
/// <summary>
/// True if SoundIO is supported on the device
/// </summary>
public static bool IsSupported
{
get
{
return IsSupportedInternal();
}
}
/// <summary>
/// Constructs a new instance of a <see cref="SoundIoAudioOut"/>
/// </summary>
public SoundIoAudioOut()
{
_audioContext = new SoundIO();
_audioContext.Connect();
_audioContext.FlushEvents();
_audioDevice = FindNonRawDefaultAudioDevice(_audioContext, true);
_trackPool = new SoundIoAudioTrackPool(_audioContext, _audioDevice, MaximumTracks);
}
public bool SupportsChannelCount(int channels)
{
return _audioDevice.SupportsChannelCount(channels);
}
/// <summary>
/// Creates a new audio track with the specified parameters
/// </summary>
/// <param name="sampleRate">The requested sample rate</param>
/// <param name="hardwareChannels">The requested hardware channels</param>
/// <param name="virtualChannels">The requested virtual channels</param>
/// <param name="callback">A <see cref="ReleaseCallback" /> that represents the delegate to invoke when a buffer has been released by the audio track</param>
/// <returns>The created track's Track ID</returns>
public int OpenHardwareTrack(int sampleRate, int hardwareChannels, int virtualChannels, ReleaseCallback callback)
{
if (!_trackPool.TryGet(out SoundIoAudioTrack track))
{
return -1;
}
// Open the output. We currently only support 16-bit signed LE
track.Open(sampleRate, hardwareChannels, virtualChannels, callback, SoundIOFormat.S16LE);
return track.TrackID;
}
/// <summary>
/// Stops playback and closes the track specified by <paramref name="trackId"/>
/// </summary>
/// <param name="trackId">The ID of the track to close</param>
public void CloseTrack(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
// Close and dispose of the track
track.Close();
// Recycle the track back into the pool
_trackPool.Put(track);
}
}
/// <summary>
/// Returns a value indicating whether the specified buffer is currently reserved by the specified track
/// </summary>
/// <param name="trackId">The track to check</param>
/// <param name="bufferTag">The buffer tag to check</param>
public bool ContainsBuffer(int trackId, long bufferTag)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.ContainsBuffer(bufferTag);
}
return false;
}
/// <summary>
/// Gets a list of buffer tags the specified track is no longer reserving
/// </summary>
/// <param name="trackId">The track to retrieve buffer tags from</param>
/// <param name="maxCount">The maximum amount of buffer tags to retrieve</param>
/// <returns>Buffers released by the specified track</returns>
public long[] GetReleasedBuffers(int trackId, int maxCount)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
List<long> bufferTags = new List<long>();
while(maxCount-- > 0 && track.ReleasedBuffers.TryDequeue(out long tag))
{
bufferTags.Add(tag);
}
return bufferTags.ToArray();
}
return new long[0];
}
/// <summary>
/// Appends an audio buffer to the specified track
/// </summary>
/// <typeparam name="T">The sample type of the buffer</typeparam>
/// <param name="trackId">The track to append the buffer to</param>
/// <param name="bufferTag">The internal tag of the buffer</param>
/// <param name="buffer">The buffer to append to the track</param>
public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
track.AppendBuffer(bufferTag, buffer);
}
}
/// <summary>
/// Starts playback
/// </summary>
/// <param name="trackId">The ID of the track to start playback on</param>
public void Start(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
track.Start();
}
}
/// <summary>
/// Stops playback
/// </summary>
/// <param name="trackId">The ID of the track to stop playback on</param>
public void Stop(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
track.Stop();
}
}
/// <summary>
/// Get track buffer count
/// </summary>
/// <param name="trackId">The ID of the track to get buffer count</param>
public uint GetBufferCount(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.BufferCount;
}
return 0;
}
/// <summary>
/// Get track played sample count
/// </summary>
/// <param name="trackId">The ID of the track to get played sample</param>
public ulong GetPlayedSampleCount(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.PlayedSampleCount;
}
return 0;
}
/// <summary>
/// Flush all track buffers
/// </summary>
/// <param name="trackId">The ID of the track to flush</param>
public bool FlushBuffers(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.FlushBuffers();
}
return false;
}
/// <summary>
/// Set track volume
/// </summary>
/// <param name="volume">The volume of the playback</param>
public void SetVolume(int trackId, float volume)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
track.AudioStream.SetVolume(volume);
}
}
/// <summary>
/// Get track volume
/// </summary>
public float GetVolume(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.AudioStream.Volume;
}
return 1.0f;
}
/// <summary>
/// Gets the current playback state of the specified track
/// </summary>
/// <param name="trackId">The track to retrieve the playback state for</param>
public PlaybackState GetState(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.State;
}
return PlaybackState.Stopped;
}
/// <summary>
/// Releases the unmanaged resources used by the <see cref="SoundIoAudioOut" />
/// </summary>
public void Dispose()
{
_trackPool.Dispose();
_audioContext.Disconnect();
_audioContext.Dispose();
}
/// <summary>
/// Searches for a shared version of the default audio device
/// </summary>
/// <param name="audioContext">The <see cref="SoundIO"/> audio context</param>
/// <param name="fallback">Whether to fallback to the raw default audio device if a non-raw device cannot be found</param>
private static SoundIODevice FindNonRawDefaultAudioDevice(SoundIO audioContext, bool fallback = false)
{
SoundIODevice defaultAudioDevice = audioContext.GetOutputDevice(audioContext.DefaultOutputDeviceIndex);
if (!defaultAudioDevice.IsRaw)
{
return defaultAudioDevice;
}
for (int i = 0; i < audioContext.BackendCount; i++)
{
SoundIODevice audioDevice = audioContext.GetOutputDevice(i);
if (audioDevice.Id == defaultAudioDevice.Id && !audioDevice.IsRaw)
{
return audioDevice;
}
}
return fallback ? defaultAudioDevice : null;
}
/// <summary>
/// Determines if SoundIO can connect to a supported backend
/// </summary>
/// <returns></returns>
private static bool IsSupportedInternal()
{
SoundIO context = null;
SoundIODevice device = null;
SoundIOOutStream stream = null;
bool backendDisconnected = false;
try
{
context = new SoundIO();
context.OnBackendDisconnect = (i) => {
backendDisconnected = true;
};
context.Connect();
context.FlushEvents();
if (backendDisconnected)
{
return false;
}
if (context.OutputDeviceCount == 0)
{
return false;
}
device = FindNonRawDefaultAudioDevice(context);
if (device == null || backendDisconnected)
{
return false;
}
stream = device.CreateOutStream();
if (stream == null || backendDisconnected)
{
return false;
}
return true;
}
catch
{
return false;
}
finally
{
if (stream != null)
{
stream.Dispose();
}
if (context != null)
{
context.Dispose();
}
}
}
}
}