mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-23 17:25:48 +00:00
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
532 lines
17 KiB
C#
532 lines
17 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.Integration;
|
|
using Ryujinx.Common;
|
|
using System;
|
|
using System.Diagnostics;
|
|
|
|
namespace Ryujinx.Audio.Common
|
|
{
|
|
/// <summary>
|
|
/// An audio device session.
|
|
/// </summary>
|
|
class AudioDeviceSession : IDisposable
|
|
{
|
|
/// <summary>
|
|
/// The volume of the <see cref="AudioDeviceSession"/>.
|
|
/// </summary>
|
|
private float _volume;
|
|
|
|
/// <summary>
|
|
/// The state of the <see cref="AudioDeviceSession"/>.
|
|
/// </summary>
|
|
private AudioDeviceState _state;
|
|
|
|
/// <summary>
|
|
/// Array of all buffers currently used or released.
|
|
/// </summary>
|
|
private AudioBuffer[] _buffers;
|
|
|
|
/// <summary>
|
|
/// The server index inside <see cref="_buffers"/> (appended but not queued to device driver).
|
|
/// </summary>
|
|
private uint _serverBufferIndex;
|
|
|
|
/// <summary>
|
|
/// The hardware index inside <see cref="_buffers"/> (queued to device driver).
|
|
/// </summary>
|
|
private uint _hardwareBufferIndex;
|
|
|
|
/// <summary>
|
|
/// The released index inside <see cref="_buffers"/> (released by the device driver).
|
|
/// </summary>
|
|
private uint _releasedBufferIndex;
|
|
|
|
/// <summary>
|
|
/// The count of buffer appended (server side).
|
|
/// </summary>
|
|
private uint _bufferAppendedCount;
|
|
|
|
/// <summary>
|
|
/// The count of buffer registered (driver side).
|
|
/// </summary>
|
|
private uint _bufferRegisteredCount;
|
|
|
|
/// <summary>
|
|
/// The count of buffer released (released by the driver side).
|
|
/// </summary>
|
|
private uint _bufferReleasedCount;
|
|
|
|
/// <summary>
|
|
/// The released buffer event.
|
|
/// </summary>
|
|
private IWritableEvent _bufferEvent;
|
|
|
|
/// <summary>
|
|
/// The session on the device driver.
|
|
/// </summary>
|
|
private IHardwareDeviceSession _hardwareDeviceSession;
|
|
|
|
/// <summary>
|
|
/// Max number of buffers that can be registered to the device driver at a time.
|
|
/// </summary>
|
|
private uint _bufferRegisteredLimit;
|
|
|
|
/// <summary>
|
|
/// Create a new <see cref="AudioDeviceSession"/>.
|
|
/// </summary>
|
|
/// <param name="deviceSession">The device driver session associated</param>
|
|
/// <param name="bufferEvent">The release buffer event</param>
|
|
/// <param name="bufferRegisteredLimit">The max number of buffers that can be registered to the device driver at a time</param>
|
|
public AudioDeviceSession(IHardwareDeviceSession deviceSession, IWritableEvent bufferEvent, uint bufferRegisteredLimit = 4)
|
|
{
|
|
_bufferEvent = bufferEvent;
|
|
_hardwareDeviceSession = deviceSession;
|
|
_bufferRegisteredLimit = bufferRegisteredLimit;
|
|
|
|
_buffers = new AudioBuffer[Constants.AudioDeviceBufferCountMax];
|
|
_serverBufferIndex = 0;
|
|
_hardwareBufferIndex = 0;
|
|
_releasedBufferIndex = 0;
|
|
|
|
_bufferAppendedCount = 0;
|
|
_bufferRegisteredCount = 0;
|
|
_bufferReleasedCount = 0;
|
|
_volume = 1.0f;
|
|
_state = AudioDeviceState.Stopped;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the released buffer event.
|
|
/// </summary>
|
|
/// <returns>The released buffer event</returns>
|
|
public IWritableEvent GetBufferEvent()
|
|
{
|
|
return _bufferEvent;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the state of the session.
|
|
/// </summary>
|
|
/// <returns>The state of the session</returns>
|
|
public AudioDeviceState GetState()
|
|
{
|
|
Debug.Assert(_state == AudioDeviceState.Started || _state == AudioDeviceState.Stopped);
|
|
|
|
return _state;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the total buffer count (server + driver + released).
|
|
/// </summary>
|
|
/// <returns>Return the total buffer count</returns>
|
|
private uint GetTotalBufferCount()
|
|
{
|
|
uint bufferCount = _bufferAppendedCount + _bufferRegisteredCount + _bufferReleasedCount;
|
|
|
|
Debug.Assert(bufferCount <= Constants.AudioDeviceBufferCountMax);
|
|
|
|
return bufferCount;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Register a new <see cref="AudioBuffer"/> on the server side.
|
|
/// </summary>
|
|
/// <param name="buffer">The <see cref="AudioBuffer"/> to register</param>
|
|
/// <returns>True if the operation succeeded</returns>
|
|
private bool RegisterBuffer(AudioBuffer buffer)
|
|
{
|
|
if (GetTotalBufferCount() == Constants.AudioDeviceBufferCountMax)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
_buffers[_serverBufferIndex] = buffer;
|
|
_serverBufferIndex = (_serverBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
|
|
_bufferAppendedCount++;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flush server buffers to hardware.
|
|
/// </summary>
|
|
private void FlushToHardware()
|
|
{
|
|
uint bufferToFlushCount = Math.Min(Math.Min(_bufferAppendedCount, 4), _bufferRegisteredLimit - _bufferRegisteredCount);
|
|
|
|
AudioBuffer[] buffersToFlush = new AudioBuffer[bufferToFlushCount];
|
|
|
|
uint hardwareBufferIndex = _hardwareBufferIndex;
|
|
|
|
for (int i = 0; i < buffersToFlush.Length; i++)
|
|
{
|
|
buffersToFlush[i] = _buffers[_hardwareBufferIndex];
|
|
|
|
_bufferAppendedCount--;
|
|
_bufferRegisteredCount++;
|
|
|
|
hardwareBufferIndex = (hardwareBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
|
|
}
|
|
|
|
_hardwareBufferIndex = hardwareBufferIndex;
|
|
|
|
for (int i = 0; i < buffersToFlush.Length; i++)
|
|
{
|
|
_hardwareDeviceSession.QueueBuffer(buffersToFlush[i]);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the current index of the <see cref="AudioBuffer"/> playing on the driver side.
|
|
/// </summary>
|
|
/// <param name="playingIndex">The output index of the <see cref="AudioBuffer"/> playing on the driver side</param>
|
|
/// <returns>True if any buffer is playing</returns>
|
|
private bool TryGetPlayingBufferIndex(out uint playingIndex)
|
|
{
|
|
if (_bufferRegisteredCount > 0)
|
|
{
|
|
playingIndex = (_hardwareBufferIndex - _bufferRegisteredCount) % Constants.AudioDeviceBufferCountMax;
|
|
|
|
return true;
|
|
}
|
|
|
|
playingIndex = 0;
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to pop the <see cref="AudioBuffer"/> playing on the driver side.
|
|
/// </summary>
|
|
/// <param name="buffer">The output <see cref="AudioBuffer"/> playing on the driver side</param>
|
|
/// <returns>True if any buffer is playing</returns>
|
|
private bool TryPopPlayingBuffer(out AudioBuffer buffer)
|
|
{
|
|
if (_bufferRegisteredCount > 0)
|
|
{
|
|
uint bufferIndex = (_hardwareBufferIndex - _bufferRegisteredCount) % Constants.AudioDeviceBufferCountMax;
|
|
|
|
buffer = _buffers[bufferIndex];
|
|
|
|
_buffers[bufferIndex] = null;
|
|
|
|
_bufferRegisteredCount--;
|
|
|
|
return true;
|
|
}
|
|
|
|
buffer = null;
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to pop a <see cref="AudioBuffer"/> released by the driver side.
|
|
/// </summary>
|
|
/// <param name="buffer">The output <see cref="AudioBuffer"/> released by the driver side</param>
|
|
/// <returns>True if any buffer has been released</returns>
|
|
public bool TryPopReleasedBuffer(out AudioBuffer buffer)
|
|
{
|
|
if (_bufferReleasedCount > 0)
|
|
{
|
|
uint bufferIndex = (_releasedBufferIndex - _bufferReleasedCount) % Constants.AudioDeviceBufferCountMax;
|
|
|
|
buffer = _buffers[bufferIndex];
|
|
|
|
_buffers[bufferIndex] = null;
|
|
|
|
_bufferReleasedCount--;
|
|
|
|
return true;
|
|
}
|
|
|
|
buffer = null;
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Release a <see cref="AudioBuffer"/>.
|
|
/// </summary>
|
|
/// <param name="buffer">The <see cref="AudioBuffer"/> to release</param>
|
|
private void ReleaseBuffer(AudioBuffer buffer)
|
|
{
|
|
buffer.PlayedTimestamp = (ulong)PerformanceCounter.ElapsedNanoseconds;
|
|
|
|
_bufferRegisteredCount--;
|
|
_bufferReleasedCount++;
|
|
|
|
_releasedBufferIndex = (_releasedBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the released buffers.
|
|
/// </summary>
|
|
/// <param name="updateForStop">True if the session is currently stopping</param>
|
|
private void UpdateReleaseBuffers(bool updateForStop = false)
|
|
{
|
|
bool wasAnyBuffersReleased = false;
|
|
|
|
while (TryGetPlayingBufferIndex(out uint playingIndex))
|
|
{
|
|
if (!updateForStop && !_hardwareDeviceSession.WasBufferFullyConsumed(_buffers[playingIndex]))
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (updateForStop)
|
|
{
|
|
_hardwareDeviceSession.UnregisterBuffer(_buffers[playingIndex]);
|
|
}
|
|
|
|
ReleaseBuffer(_buffers[playingIndex]);
|
|
|
|
wasAnyBuffersReleased = true;
|
|
}
|
|
|
|
if (wasAnyBuffersReleased)
|
|
{
|
|
_bufferEvent.Signal();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Append a new <see cref="AudioBuffer"/>.
|
|
/// </summary>
|
|
/// <param name="buffer">The <see cref="AudioBuffer"/> to append</param>
|
|
/// <returns>True if the buffer was appended</returns>
|
|
public bool AppendBuffer(AudioBuffer buffer)
|
|
{
|
|
if (_hardwareDeviceSession.RegisterBuffer(buffer))
|
|
{
|
|
if (RegisterBuffer(buffer))
|
|
{
|
|
FlushToHardware();
|
|
|
|
return true;
|
|
}
|
|
|
|
_hardwareDeviceSession.UnregisterBuffer(buffer);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool AppendUacBuffer(AudioBuffer buffer, uint handle)
|
|
{
|
|
// NOTE: On hardware, there is another RegisterBuffer method taking an handle.
|
|
// This variant of the call always return false (stubbed?) as a result this logic will never succeed.
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start the audio session.
|
|
/// </summary>
|
|
/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
|
|
public ResultCode Start()
|
|
{
|
|
if (_state == AudioDeviceState.Started)
|
|
{
|
|
return ResultCode.OperationFailed;
|
|
}
|
|
|
|
_hardwareDeviceSession.Start();
|
|
|
|
_state = AudioDeviceState.Started;
|
|
|
|
FlushToHardware();
|
|
|
|
_hardwareDeviceSession.SetVolume(_volume);
|
|
|
|
return ResultCode.Success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stop the audio session.
|
|
/// </summary>
|
|
/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
|
|
public ResultCode Stop()
|
|
{
|
|
if (_state == AudioDeviceState.Started)
|
|
{
|
|
_hardwareDeviceSession.Stop();
|
|
|
|
UpdateReleaseBuffers(true);
|
|
|
|
_state = AudioDeviceState.Stopped;
|
|
}
|
|
|
|
return ResultCode.Success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the volume of the session.
|
|
/// </summary>
|
|
/// <returns>The volume of the session</returns>
|
|
public float GetVolume()
|
|
{
|
|
return _hardwareDeviceSession.GetVolume();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the volume of the session.
|
|
/// </summary>
|
|
/// <param name="volume">The new volume to set</param>
|
|
public void SetVolume(float volume)
|
|
{
|
|
_volume = volume;
|
|
|
|
if (_state == AudioDeviceState.Started)
|
|
{
|
|
_hardwareDeviceSession.SetVolume(volume);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the count of buffer currently in use (server + driver side).
|
|
/// </summary>
|
|
/// <returns>The count of buffer currently in use</returns>
|
|
public uint GetBufferCount()
|
|
{
|
|
return _bufferAppendedCount + _bufferRegisteredCount;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if a buffer is present.
|
|
/// </summary>
|
|
/// <param name="bufferTag">The unique tag of the buffer</param>
|
|
/// <returns>Return true if a buffer is present</returns>
|
|
public bool ContainsBuffer(ulong bufferTag)
|
|
{
|
|
uint bufferIndex = (_releasedBufferIndex - _bufferReleasedCount) % Constants.AudioDeviceBufferCountMax;
|
|
|
|
for (int i = 0; i < GetTotalBufferCount(); i++)
|
|
{
|
|
if (_buffers[bufferIndex].BufferTag == bufferTag)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bufferIndex = (bufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the count of sample played in this session.
|
|
/// </summary>
|
|
/// <returns>The count of sample played in this session</returns>
|
|
public ulong GetPlayedSampleCount()
|
|
{
|
|
if (_state == AudioDeviceState.Stopped)
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
return _hardwareDeviceSession.GetPlayedSampleCount();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flush all buffers to the initial state.
|
|
/// </summary>
|
|
/// <returns>True if any buffer was flushed</returns>
|
|
public bool FlushBuffers()
|
|
{
|
|
if (_state == AudioDeviceState.Stopped)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
uint bufferCount = GetBufferCount();
|
|
|
|
while (TryPopReleasedBuffer(out AudioBuffer buffer))
|
|
{
|
|
_hardwareDeviceSession.UnregisterBuffer(buffer);
|
|
}
|
|
|
|
while (TryPopPlayingBuffer(out AudioBuffer buffer))
|
|
{
|
|
_hardwareDeviceSession.UnregisterBuffer(buffer);
|
|
}
|
|
|
|
if (_bufferRegisteredCount == 0 || (_bufferReleasedCount + _bufferAppendedCount) > Constants.AudioDeviceBufferCountMax)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
_bufferReleasedCount += _bufferAppendedCount;
|
|
_releasedBufferIndex = (_releasedBufferIndex + _bufferAppendedCount) % Constants.AudioDeviceBufferCountMax;
|
|
_bufferAppendedCount = 0;
|
|
_hardwareBufferIndex = _serverBufferIndex;
|
|
|
|
if (bufferCount > 0)
|
|
{
|
|
_bufferEvent.Signal();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the session.
|
|
/// </summary>
|
|
public void Update()
|
|
{
|
|
if (_state == AudioDeviceState.Started)
|
|
{
|
|
UpdateReleaseBuffers();
|
|
FlushToHardware();
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
// Tell the hardware session that we are ending.
|
|
_hardwareDeviceSession.PrepareToClose();
|
|
|
|
// Unregister all buffers
|
|
|
|
while (TryPopReleasedBuffer(out AudioBuffer buffer))
|
|
{
|
|
_hardwareDeviceSession.UnregisterBuffer(buffer);
|
|
}
|
|
|
|
while (TryPopPlayingBuffer(out AudioBuffer buffer))
|
|
{
|
|
_hardwareDeviceSession.UnregisterBuffer(buffer);
|
|
}
|
|
|
|
// Finally dispose hardware session.
|
|
_hardwareDeviceSession.Dispose();
|
|
|
|
_bufferEvent.Signal();
|
|
}
|
|
}
|
|
}
|
|
}
|