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Ryujinx/Ryujinx.Audio/Renderers/DummyAudioOut.cs
Mary 5b26e4ef94
Misc audio fixes (#1348)
Changes:

    Implement software surround downmixing (fix #796).
    Fix a crash when no audio renderer were created when stopping emulation.

NOTE: This PR also disable support of 5.1 surround on the OpenAL backend as we cannot detect if the hardware directly support it. (the downmixing applied by OpenAL on Windows is terribly slow)
2020-08-18 21:03:55 +02:00

101 lines
No EOL
2.7 KiB
C#

using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Audio
{
/// <summary>
/// A Dummy audio renderer that does not output any audio
/// </summary>
public class DummyAudioOut : IAalOutput
{
private int _lastTrackId = 1;
private float _volume = 1.0f;
private ConcurrentQueue<int> _trackIds;
private ConcurrentQueue<long> _buffers;
private ConcurrentDictionary<int, ReleaseCallback> _releaseCallbacks;
public DummyAudioOut()
{
_buffers = new ConcurrentQueue<long>();
_trackIds = new ConcurrentQueue<int>();
_releaseCallbacks = new ConcurrentDictionary<int, ReleaseCallback>();
}
/// <summary>
/// Dummy audio output is always available, Baka!
/// </summary>
public static bool IsSupported => true;
public PlaybackState GetState(int trackId) => PlaybackState.Stopped;
public bool SupportsChannelCount(int channels)
{
return true;
}
public int OpenHardwareTrack(int sampleRate, int hardwareChannels, int virtualChannels, ReleaseCallback callback)
{
if (!_trackIds.TryDequeue(out int trackId))
{
trackId = ++_lastTrackId;
}
_releaseCallbacks[trackId] = callback;
return trackId;
}
public void CloseTrack(int trackId)
{
_trackIds.Enqueue(trackId);
_releaseCallbacks.Remove(trackId, out _);
}
public bool ContainsBuffer(int trackID, long bufferTag) => false;
public long[] GetReleasedBuffers(int trackId, int maxCount)
{
List<long> bufferTags = new List<long>();
for (int i = 0; i < maxCount; i++)
{
if (!_buffers.TryDequeue(out long tag))
{
break;
}
bufferTags.Add(tag);
}
return bufferTags.ToArray();
}
public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct
{
_buffers.Enqueue(bufferTag);
if (_releaseCallbacks.TryGetValue(trackId, out var callback))
{
callback?.Invoke();
}
}
public void Start(int trackId) { }
public void Stop(int trackId) { }
public float GetVolume() => _volume;
public void SetVolume(float volume)
{
_volume = volume;
}
public void Dispose()
{
_buffers.Clear();
}
}
}