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>();
}
/// Dummy audio output is always available, Baka!
public static bool IsSupported => true;
public PlaybackState GetState(int trackId) => PlaybackState.Stopped;
public int OpenTrack(int sampleRate, int channels, 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();