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Ryujinx/Ryujinx.Audio/Renderer/Dsp/Command/MixRampGroupedCommand.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00

106 lines
3.6 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.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class MixRampGroupedCommand : ICommand
{
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.MixRampGrouped;
public ulong EstimatedProcessingTime { get; set; }
public uint MixBufferCount { get; }
public ushort[] InputBufferIndices { get; }
public ushort[] OutputBufferIndices { get; }
public float[] Volume0 { get; }
public float[] Volume1 { get; }
public Memory<VoiceUpdateState> State { get; }
public MixRampGroupedCommand(uint mixBufferCount, uint inputBufferIndex, uint outputBufferIndex, Span<float> volume0, Span<float> volume1, Memory<VoiceUpdateState> state, int nodeId)
{
Enabled = true;
MixBufferCount = mixBufferCount;
NodeId = nodeId;
InputBufferIndices = new ushort[Constants.MixBufferCountMax];
OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
Volume0 = new float[Constants.MixBufferCountMax];
Volume1 = new float[Constants.MixBufferCountMax];
for (int i = 0; i < mixBufferCount; i++)
{
InputBufferIndices[i] = (ushort)inputBufferIndex;
OutputBufferIndices[i] = (ushort)(outputBufferIndex + i);
Volume0[i] = volume0[i];
Volume1[i] = volume1[i];
}
State = state;
}
private float ProcessMixRampGrouped(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float volume0, float volume1, int sampleCount)
{
float ramp = (volume1 - volume0) / sampleCount;
float volume = volume0;
float state = 0;
for (int i = 0; i < sampleCount; i++)
{
state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
outputBuffer[i] += state;
volume += ramp;
}
return state;
}
public void Process(CommandList context)
{
for (int i = 0; i < MixBufferCount; i++)
{
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndices[i]);
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndices[i]);
float volume0 = Volume0[i];
float volume1 = Volume1[i];
ref VoiceUpdateState state = ref State.Span[0];
if (volume0 != 0 || volume1 != 0)
{
state.LastSamples[i] = ProcessMixRampGrouped(outputBuffer, inputBuffer, volume0, volume1, (int)context.SampleCount);
}
else
{
state.LastSamples[i] = 0;
}
}
}
}
}