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ryujinx-fork/Ryujinx.Audio/Renderer/Parameter/MixParameter.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

112 lines
3.2 KiB
C#

//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Input information for a mix.
/// </summary>
/// <remarks>Also used on the client side for mix tracking.</remarks>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct MixParameter
{
/// <summary>
/// Base volume of the mix.
/// </summary>
public float Volume;
/// <summary>
/// Target sample rate of the mix.
/// </summary>
public uint SampleRate;
/// <summary>
/// Target buffer count.
/// </summary>
public uint BufferCount;
/// <summary>
/// Set to true if in use.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
/// <summary>
/// Set to true if it was changed.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsDirty;
/// <summary>
/// Reserved/padding.
/// </summary>
private ushort _reserved1;
/// <summary>
/// The id of the mix.
/// </summary>
public int MixId;
/// <summary>
/// The effect count. (client side)
/// </summary>
public uint EffectCount;
/// <summary>
/// The mix node id.
/// </summary>
public int NodeId;
/// <summary>
/// Reserved/padding.
/// </summary>
private ulong _reserved2;
/// <summary>
/// Mix buffer volumes storage.
/// </summary>
private MixVolumeArray _mixBufferVolumeArray;
/// <summary>
/// The mix to output the result of this mix.
/// </summary>
public int DestinationMixId;
/// <summary>
/// The splitter to output the result of this mix.
/// </summary>
public uint DestinationSplitterId;
/// <summary>
/// Reserved/padding.
/// </summary>
private uint _reserved3;
[StructLayout(LayoutKind.Sequential, Size = 4 * Constants.MixBufferCountMax * Constants.MixBufferCountMax, Pack = 1)]
private struct MixVolumeArray { }
/// <summary>
/// Mix buffer volumes.
/// </summary>
/// <remarks>Used when no splitter id is specified.</remarks>
public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixBufferVolumeArray);
}
}