using Ryujinx.Audio.Backends.Common;
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Integration;
using Ryujinx.Memory;
using System.Threading;
namespace Ryujinx.Audio.Backends.Dummy
{
internal class DummyHardwareDeviceSessionOutput : HardwareDeviceSessionOutputBase
private float _volume;
private IHardwareDeviceDriver _manager;
private ulong _playedSampleCount;
public DummyHardwareDeviceSessionOutput(IHardwareDeviceDriver manager, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, float requestedVolume) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
_volume = requestedVolume;
_manager = manager;
}
public override void Dispose()
// Nothing to do.
public override ulong GetPlayedSampleCount()
return Interlocked.Read(ref _playedSampleCount);
public override float GetVolume()
return _volume;
public override void PrepareToClose() { }
public override void QueueBuffer(AudioBuffer buffer)
Interlocked.Add(ref _playedSampleCount, GetSampleCount(buffer));
_manager.GetUpdateRequiredEvent().Set();
public override void SetVolume(float volume)
_volume = volume;
public override void Start() { }
public override void Stop() { }
public override void UnregisterBuffer(AudioBuffer buffer) { }
public override bool WasBufferFullyConsumed(AudioBuffer buffer)
return true;