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a389dd59bd
* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
121 lines
4.1 KiB
C#
121 lines
4.1 KiB
C#
//
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// Copyright (c) 2019-2020 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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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Voice
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{
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/// <summary>
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/// A wavebuffer used for server update.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0x58, Pack = 1)]
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public struct WaveBuffer
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{
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/// <summary>
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/// The <see cref="AddressInfo"/> of the sample data of the wavebuffer.
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/// </summary>
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public AddressInfo BufferAddressInfo;
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/// <summary>
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/// The <see cref="AddressInfo"/> of the context of the wavebuffer.
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/// </summary>
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/// <remarks>Only used by <see cref="Common.SampleFormat.Adpcm"/>.</remarks>
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public AddressInfo ContextAddressInfo;
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/// <summary>
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/// First sample to play of the wavebuffer.
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/// </summary>
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public uint StartSampleOffset;
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/// <summary>
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/// Last sample to play of the wavebuffer.
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/// </summary>
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public uint EndSampleOffset;
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/// <summary>
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/// Set to true if the wavebuffer is looping.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool ShouldLoop;
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/// <summary>
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/// Set to true if the wavebuffer is the end of stream.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsEndOfStream;
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/// <summary>
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/// Set to true if the wavebuffer wasn't sent to the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsSendToAudioProcessor;
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/// <summary>
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/// First sample to play when looping the wavebuffer.
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/// </summary>
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public uint LoopStartSampleOffset;
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/// <summary>
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/// Last sample to play when looping the wavebuffer.
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/// </summary>
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public uint LoopEndSampleOffset;
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/// <summary>
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/// The max loop count.
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/// </summary>
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public int LoopCount;
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/// <summary>
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/// Create a new <see cref="Common.WaveBuffer"/> for use by the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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/// <param name="version">The target version of the wavebuffer.</param>
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/// <returns>A new <see cref="Common.WaveBuffer"/> for use by the <see cref="Dsp.AudioProcessor"/>.</returns>
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public Common.WaveBuffer ToCommon(int version)
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{
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Common.WaveBuffer waveBuffer = new Common.WaveBuffer();
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waveBuffer.Buffer = BufferAddressInfo.GetReference(true);
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waveBuffer.BufferSize = (uint)BufferAddressInfo.Size;
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if (ContextAddressInfo.CpuAddress != 0)
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{
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waveBuffer.Context = ContextAddressInfo.GetReference(true);
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waveBuffer.ContextSize = (uint)ContextAddressInfo.Size;
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}
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waveBuffer.StartSampleOffset = StartSampleOffset;
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waveBuffer.EndSampleOffset = EndSampleOffset;
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waveBuffer.Looping = ShouldLoop;
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waveBuffer.IsEndOfStream = IsEndOfStream;
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if (version == 2)
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{
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waveBuffer.LoopCount = LoopCount;
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waveBuffer.LoopStartSampleOffset = LoopStartSampleOffset;
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waveBuffer.LoopEndSampleOffset = LoopEndSampleOffset;
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}
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else
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{
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waveBuffer.LoopCount = -1;
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}
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return waveBuffer;
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}
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}
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}
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