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ryujinx-fork/Ryujinx.HLE/HOS/Services/Audio/AudioInManager.cs
Mary f556c80d02
Haydn: Part 1 (#2007)
* 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
2021-02-26 01:11:56 +01:00

41 lines
1.4 KiB
C#

using Ryujinx.Audio.Common;
using Ryujinx.Audio.Input;
using Ryujinx.HLE.HOS.Services.Audio.AudioIn;
using AudioInManagerImpl = Ryujinx.Audio.Input.AudioInputManager;
namespace Ryujinx.HLE.HOS.Services.Audio
{
class AudioInManager : IAudioInManager
{
private AudioInManagerImpl _impl;
public AudioInManager(AudioInManagerImpl impl)
{
_impl = impl;
}
public string[] ListAudioIns(bool filtered)
{
return _impl.ListAudioIns(filtered);
}
public ResultCode OpenAudioIn(ServiceCtx context, out string outputDeviceName, out AudioOutputConfiguration outputConfiguration, out IAudioIn obj, string inputDeviceName, ref AudioInputConfiguration parameter, ulong appletResourceUserId, uint processHandle)
{
var memoryManager = context.Process.HandleTable.GetKProcess((int)processHandle).CpuMemory;
ResultCode result = (ResultCode)_impl.OpenAudioIn(out outputDeviceName, out outputConfiguration, out AudioInputSystem inSystem, memoryManager, inputDeviceName, SampleFormat.PcmInt16, ref parameter, appletResourceUserId, processHandle);
if (result == ResultCode.Success)
{
obj = new AudioIn.AudioIn(inSystem, context.Device.System.KernelContext, processHandle);
}
else
{
obj = null;
}
return result;
}
}
}