audout: Implement and fix some calls (#1725)
* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers This PR implement audout service calls: - GetAudioOutBufferCount - GetAudioOutPlayedSampleCount - FlushAudioOutBuffers The RE calls just give some hints about no extra checks. Since we use a totally different implementation because of our backend, I can't do something better for now. SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong. This fix #1133, fix #1258 and fix #1519. Thanks to @jduncanator for this help during the implementation and all his precious advices. * Fix some debug leftovers * Address jD feedback
This commit is contained in:
parent
9493cdfe55
commit
57c4e6ef21
7 changed files with 254 additions and 63 deletions
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@ -45,9 +45,15 @@ namespace Ryujinx.Audio
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void Stop(int trackId);
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float GetVolume();
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uint GetBufferCount(int trackId);
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void SetVolume(float volume);
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ulong GetPlayedSampleCount(int trackId);
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bool FlushBuffers(int trackId);
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float GetVolume(int trackId);
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void SetVolume(int trackId, float volume);
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PlaybackState GetState(int trackId);
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}
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@ -1,5 +1,4 @@
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Ryujinx.Audio
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@ -15,6 +14,7 @@ namespace Ryujinx.Audio
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private ConcurrentQueue<int> _trackIds;
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private ConcurrentQueue<long> _buffers;
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private ConcurrentDictionary<int, ReleaseCallback> _releaseCallbacks;
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private ulong _playedSampleCount;
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public DummyAudioOut()
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{
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@ -76,6 +76,8 @@ namespace Ryujinx.Audio
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{
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_buffers.Enqueue(bufferTag);
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_playedSampleCount += (ulong)buffer.Length;
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if (_releaseCallbacks.TryGetValue(trackId, out var callback))
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{
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callback?.Invoke();
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@ -86,9 +88,15 @@ namespace Ryujinx.Audio
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public void Stop(int trackId) { }
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public float GetVolume() => _volume;
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public uint GetBufferCount(int trackId) => (uint)_buffers.Count;
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public void SetVolume(float volume)
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public ulong GetPlayedSampleCount(int trackId) => _playedSampleCount;
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public bool FlushBuffers(int trackId) => false;
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public float GetVolume(int trackId) => _volume;
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public void SetVolume(int trackId, float volume)
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{
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_volume = volume;
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}
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@ -37,16 +37,6 @@ namespace Ryujinx.Audio
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/// </summary>
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private Thread _audioPollerThread;
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/// <summary>
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/// The volume of audio renderer
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/// </summary>
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private float _volume = 1.0f;
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/// <summary>
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/// True if the volume of audio renderer have changed
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/// </summary>
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private bool _volumeChanged;
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/// <summary>
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/// True if OpenAL is supported on the device
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/// </summary>
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@ -248,6 +238,8 @@ namespace Ryujinx.Audio
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AL.SourceQueueBuffer(track.SourceId, bufferId);
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StartPlaybackIfNeeded(track);
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track.PlayedSampleCount += (ulong)buffer.Length;
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}
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}
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}
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@ -277,13 +269,6 @@ namespace Ryujinx.Audio
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if (State != ALSourceState.Playing && track.State == PlaybackState.Playing)
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{
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if (_volumeChanged)
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{
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AL.Source(track.SourceId, ALSourcef.Gain, _volume);
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_volumeChanged = false;
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}
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AL.SourcePlay(track.SourceId);
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}
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}
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@ -306,23 +291,89 @@ namespace Ryujinx.Audio
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}
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/// <summary>
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/// Get playback volume
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/// Get track buffer count
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/// </summary>
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public float GetVolume() => _volume;
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/// <param name="trackId">The ID of the track to get buffer count</param>
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public uint GetBufferCount(int trackId)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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return track.BufferCount;
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}
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}
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return 0;
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}
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/// <summary>
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/// Set playback volume
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/// Get track played sample count
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/// </summary>
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/// <param name="volume">The volume of the playback</param>
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public void SetVolume(float volume)
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/// <param name="trackId">The ID of the track to get played sample count</param>
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public ulong GetPlayedSampleCount(int trackId)
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{
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if (!_volumeChanged)
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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_volume = volume;
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_volumeChanged = true;
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lock (track)
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{
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return track.PlayedSampleCount;
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}
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}
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return 0;
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}
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/// <summary>
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/// Flush all track buffers
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/// </summary>
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/// <param name="trackId">The ID of the track to flush</param>
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public bool FlushBuffers(int trackId)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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track.FlushBuffers();
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}
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}
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return false;
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}
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/// <summary>
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/// Set track volume
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/// </summary>
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/// <param name="trackId">The ID of the track to set volume</param>
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/// <param name="volume">The volume of the track</param>
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public void SetVolume(int trackId, float volume)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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track.SetVolume(volume);
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}
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}
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}
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/// <summary>
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/// Get track volume
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/// </summary>
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/// <param name="trackId">The ID of the track to get volume</param>
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public float GetVolume(int trackId)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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return track.Volume;
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}
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}
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return 1.0f;
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}
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/// <summary>
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/// Gets the current playback state of the specified track
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/// </summary>
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@ -11,9 +11,12 @@ namespace Ryujinx.Audio
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public int SampleRate { get; private set; }
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public ALFormat Format { get; private set; }
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public PlaybackState State { get; set; }
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public float Volume { get; private set; }
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public int HardwareChannels { get; }
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public int VirtualChannels { get; }
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public uint BufferCount => (uint)_buffers.Count;
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public ulong PlayedSampleCount { get; set; }
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private ReleaseCallback _callback;
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@ -125,6 +128,34 @@ namespace Ryujinx.Audio
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}
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}
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public bool FlushBuffers()
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{
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while (_queuedTagsQueue.TryDequeue(out long tag))
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{
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_releasedTagsQueue.Enqueue(tag);
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}
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_callback();
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foreach (var buffer in _buffers)
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{
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AL.DeleteBuffer(buffer.Value);
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}
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bool heldBuffers = _buffers.Count > 0;
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_buffers.Clear();
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return heldBuffers;
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}
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public void SetVolume(float volume)
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{
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Volume = volume;
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AL.Source(SourceId, ALSourcef.Gain, Volume);
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}
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public void Dispose()
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{
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Dispose(true);
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@ -15,16 +15,6 @@ namespace Ryujinx.Audio
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/// </summary>
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private const int MaximumTracks = 256;
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/// <summary>
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/// The volume of audio renderer
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/// </summary>
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private float _volume = 1.0f;
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/// <summary>
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/// True if the volume of audio renderer have changed
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/// </summary>
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private bool _volumeChanged;
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/// <summary>
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/// The <see cref="SoundIO"/> audio context
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/// </summary>
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@ -156,13 +146,6 @@ namespace Ryujinx.Audio
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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if (_volumeChanged)
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{
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track.AudioStream.SetVolume(_volume);
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_volumeChanged = false;
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}
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track.AppendBuffer(bufferTag, buffer);
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}
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}
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}
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/// <summary>
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/// Get playback volume
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/// Get track buffer count
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/// </summary>
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public float GetVolume() => _volume;
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/// <param name="trackId">The ID of the track to get buffer count</param>
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public uint GetBufferCount(int trackId)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.BufferCount;
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}
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return 0;
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}
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/// <summary>
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/// Set playback volume
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/// Get track played sample count
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/// </summary>
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/// <param name="trackId">The ID of the track to get played sample</param>
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public ulong GetPlayedSampleCount(int trackId)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.PlayedSampleCount;
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}
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return 0;
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}
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/// <summary>
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/// Flush all track buffers
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/// </summary>
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/// <param name="trackId">The ID of the track to flush</param>
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public bool FlushBuffers(int trackId)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.FlushBuffers();
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}
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return false;
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}
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/// <summary>
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/// Set track volume
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/// </summary>
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/// <param name="volume">The volume of the playback</param>
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public void SetVolume(float volume)
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public void SetVolume(int trackId, float volume)
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{
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if (!_volumeChanged)
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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_volume = volume;
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_volumeChanged = true;
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track.AudioStream.SetVolume(volume);
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}
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}
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/// <summary>
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/// Get track volume
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/// </summary>
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public float GetVolume(int trackId)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.AudioStream.Volume;
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}
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return 1.0f;
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}
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/// <summary>
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/// Gets the current playback state of the specified track
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/// </summary>
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/// </summary>
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public ConcurrentQueue<long> ReleasedBuffers { get; private set; }
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/// <summary>
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/// Buffer count of the track
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/// </summary>
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public uint BufferCount => (uint)m_ReservedBuffers.Count;
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/// <summary>
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/// Played sample count of the track
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/// </summary>
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public ulong PlayedSampleCount { get; private set; }
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private int _hardwareChannels;
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private int _virtualChannels;
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AudioStream.EndWrite();
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PlayedSampleCount += (ulong)samples.Length;
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UpdateReleasedBuffers(samples.Length);
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}
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return m_ReservedBuffers.Any(x => x.Tag == bufferTag);
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}
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/// <summary>
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/// Flush all track buffers
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/// </summary>
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public bool FlushBuffers()
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{
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m_Buffer.Clear();
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if (m_ReservedBuffers.Count > 0)
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{
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foreach (var buffer in m_ReservedBuffers)
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{
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ReleasedBuffers.Enqueue(buffer.Tag);
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}
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OnBufferReleased();
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return true;
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}
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return false;
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}
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/// <summary>
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/// Closes the <see cref="SoundIoAudioTrack"/>
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/// </summary>
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return ResultCode.Success;
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}
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[Command(9)] // 4.0.0+
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// GetAudioOutBufferCount() -> u32
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public ResultCode GetAudioOutBufferCount(ServiceCtx context)
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{
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uint bufferCount = _audioOut.GetBufferCount(_track);
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context.ResponseData.Write(bufferCount);
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return ResultCode.Success;
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}
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[Command(10)] // 4.0.0+
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// GetAudioOutPlayedSampleCount() -> u64
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public ResultCode GetAudioOutPlayedSampleCount(ServiceCtx context)
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{
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ulong playedSampleCount = _audioOut.GetPlayedSampleCount(_track);
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context.ResponseData.Write(playedSampleCount);
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return ResultCode.Success;
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}
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[Command(11)] // 4.0.0+
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// FlushAudioOutBuffers() -> b8
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public ResultCode FlushAudioOutBuffers(ServiceCtx context)
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{
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bool heldBuffers = _audioOut.FlushBuffers(_track);
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context.ResponseData.Write(heldBuffers);
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return ResultCode.Success;
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}
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[Command(12)] // 6.0.0+
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// SetAudioOutVolume(s32)
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public ResultCode SetAudioOutVolume(ServiceCtx context)
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{
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// Games send a gain value here, so we need to apply it on the current volume value.
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float volume = context.RequestData.ReadSingle();
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float gain = context.RequestData.ReadSingle();
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float currentVolume = _audioOut.GetVolume();
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float newVolume = Math.Clamp(currentVolume + gain, 0.0f, 1.0f);
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_audioOut.SetVolume(newVolume);
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_audioOut.SetVolume(_track, volume);
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return ResultCode.Success;
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}
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// GetAudioOutVolume() -> s32
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public ResultCode GetAudioOutVolume(ServiceCtx context)
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{
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float volume = _audioOut.GetVolume();
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float volume = _audioOut.GetVolume(_track);
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context.ResponseData.Write(volume);
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Reference in a new issue