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https://github.com/GreemDev/Ryujinx.git
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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
97 lines
3.6 KiB
C#
97 lines
3.6 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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namespace Ryujinx.Audio.Renderer.Server.Performance
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{
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/// <summary>
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/// The header of a performance frame.
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/// </summary>
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public interface IPerformanceHeader
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{
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/// <summary>
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/// Get the entry count offset in this structure.
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/// </summary>
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/// <returns>The entry count offset in this structure.</returns>
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int GetEntryCountOffset();
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/// <summary>
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/// Set the DSP running behind flag.
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/// </summary>
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/// <param name="isRunningBehind">The flag.</param>
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void SetDspRunningBehind(bool isRunningBehind);
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/// <summary>
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/// Set the count of voices that were dropped.
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/// </summary>
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/// <param name="voiceCount">The count of voices that were dropped.</param>
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void SetVoiceDropCount(uint voiceCount);
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/// <summary>
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/// Set the start ticks of the <see cref="Dsp.AudioProcessor"/>. (before sending commands)
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/// </summary>
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/// <param name="startTicks">The start ticks of the <see cref="Dsp.AudioProcessor"/>. (before sending commands)</param>
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void SetStartRenderingTicks(ulong startTicks);
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/// <summary>
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/// Set the header magic.
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/// </summary>
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/// <param name="magic">The header magic.</param>
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void SetMagic(uint magic);
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/// <summary>
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/// Set the offset of the next performance header.
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/// </summary>
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/// <param name="nextOffset">The offset of the next performance header.</param>
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void SetNextOffset(int nextOffset);
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/// <summary>
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/// Set the total time taken by all the commands profiled.
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/// </summary>
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/// <param name="totalProcessingTime">The total time taken by all the commands profiled.</param>
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void SetTotalProcessingTime(int totalProcessingTime);
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/// <summary>
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/// Set the index of this performance frame.
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/// </summary>
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/// <param name="index">The index of this performance frame.</param>
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void SetIndex(uint index);
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/// <summary>
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/// Get the total count of entries in this frame.
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/// </summary>
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/// <returns>The total count of entries in this frame.</returns>
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int GetEntryCount();
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/// <summary>
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/// Get the total count of detailed entries in this frame.
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/// </summary>
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/// <returns>The total count of detailed entries in this frame.</returns>
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int GetEntryDetailCount();
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/// <summary>
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/// Set the total count of entries in this frame.
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/// </summary>
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/// <param name="entryCount">The total count of entries in this frame.</param>
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void SetEntryCount(int entryCount);
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/// <summary>
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/// Set the total count of detailed entries in this frame.
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/// </summary>
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/// <param name="entryDetailCount">The total count of detailed entries in this frame.</param>
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void SetEntryDetailCount(int entryDetailCount);
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}
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}
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