mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-23 18:25:46 +00:00
f556c80d02
* 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
192 lines
6.6 KiB
C#
192 lines
6.6 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/>.
|
|
//
|
|
|
|
namespace Ryujinx.Audio
|
|
{
|
|
/// <summary>
|
|
/// Define constants used by the audio system.
|
|
/// </summary>
|
|
public static class Constants
|
|
{
|
|
/// <summary>
|
|
/// The default device output name.
|
|
/// </summary>
|
|
public const string DefaultDeviceOutputName = "DeviceOut";
|
|
|
|
/// <summary>
|
|
/// The default device input name.
|
|
/// </summary>
|
|
public const string DefaultDeviceInputName = "BuiltInHeadset";
|
|
|
|
/// <summary>
|
|
/// The maximum number of channels supported. (6 channels for 5.1 surround)
|
|
/// </summary>
|
|
public const int ChannelCountMax = 6;
|
|
|
|
/// <summary>
|
|
/// The maximum number of channels supported per voice.
|
|
/// </summary>
|
|
public const int VoiceChannelCountMax = ChannelCountMax;
|
|
|
|
/// <summary>
|
|
/// The maximum count of mix buffer supported per operations (volumes, mix effect, ...)
|
|
/// </summary>
|
|
public const int MixBufferCountMax = 24;
|
|
|
|
/// <summary>
|
|
/// The maximum count of wavebuffer per voice.
|
|
/// </summary>
|
|
public const int VoiceWaveBufferCount = 4;
|
|
|
|
/// <summary>
|
|
/// The maximum count of biquad filter per voice.
|
|
/// </summary>
|
|
public const int VoiceBiquadFilterCount = 2;
|
|
|
|
/// <summary>
|
|
/// The lowest priority that a voice can have.
|
|
/// </summary>
|
|
public const int VoiceLowestPriority = 0xFF;
|
|
|
|
/// <summary>
|
|
/// The highest priority that a voice can have.
|
|
/// </summary>
|
|
/// <remarks>Voices with the highest priority will not be dropped if a voice drop needs to occur.</remarks>
|
|
public const int VoiceHighestPriority = 0;
|
|
|
|
/// <summary>
|
|
/// Maximum <see cref="Common.BehaviourParameter.ErrorInfo"/> that can be returned by <see cref="Parameter.BehaviourErrorInfoOutStatus"/>.
|
|
/// </summary>
|
|
public const int MaxErrorInfos = 10;
|
|
|
|
/// <summary>
|
|
/// Default alignment for buffers.
|
|
/// </summary>
|
|
public const int BufferAlignment = 0x40;
|
|
|
|
/// <summary>
|
|
/// Alignment required for the work buffer.
|
|
/// </summary>
|
|
public const int WorkBufferAlignment = 0x1000;
|
|
|
|
/// <summary>
|
|
/// Alignment required for every performance metrics frame.
|
|
/// </summary>
|
|
public const int PerformanceMetricsPerFramesSizeAlignment = 0x100;
|
|
|
|
/// <summary>
|
|
/// The id of the final mix.
|
|
/// </summary>
|
|
public const int FinalMixId = 0;
|
|
|
|
/// <summary>
|
|
/// The id defining an unused mix id.
|
|
/// </summary>
|
|
public const int UnusedMixId = int.MaxValue;
|
|
|
|
/// <summary>
|
|
/// The id defining an unused splitter id as a signed integer.
|
|
/// </summary>
|
|
public const int UnusedSplitterIdInt = -1;
|
|
|
|
/// <summary>
|
|
/// The id defining an unused splitter id.
|
|
/// </summary>
|
|
public const uint UnusedSplitterId = uint.MaxValue;
|
|
|
|
/// <summary>
|
|
/// The id of invalid/unused node id.
|
|
/// </summary>
|
|
public const int InvalidNodeId = -268435456;
|
|
|
|
/// <summary>
|
|
/// The indice considered invalid for processing order.
|
|
/// </summary>
|
|
public const int InvalidProcessingOrder = -1;
|
|
|
|
/// <summary>
|
|
/// The maximum number of audio renderer sessions allowed to be created system wide.
|
|
/// </summary>
|
|
public const int AudioRendererSessionCountMax = 2;
|
|
|
|
/// <summary>
|
|
/// The maximum number of audio output sessions allowed to be created system wide.
|
|
/// </summary>
|
|
public const int AudioOutSessionCountMax = 12;
|
|
|
|
/// <summary>
|
|
/// The maximum number of audio input sessions allowed to be created system wide.
|
|
/// </summary>
|
|
public const int AudioInSessionCountMax = 4;
|
|
|
|
/// <summary>
|
|
/// Maximum buffers supported by one audio device session.
|
|
/// </summary>
|
|
public const int AudioDeviceBufferCountMax = 32;
|
|
|
|
/// <summary>
|
|
/// The target sample rate of the audio renderer. (48kHz)
|
|
/// </summary>
|
|
public const uint TargetSampleRate = 48000;
|
|
|
|
/// <summary>
|
|
/// The target sample size of the audio renderer. (PCM16)
|
|
/// </summary>
|
|
public const int TargetSampleSize = sizeof(ushort);
|
|
|
|
/// <summary>
|
|
/// The target sample count per audio renderer update.
|
|
/// </summary>
|
|
public const int TargetSampleCount = 240;
|
|
|
|
/// <summary>
|
|
/// The size of an upsampler entry to process upsampling to <see cref="TargetSampleRate"/>.
|
|
/// </summary>
|
|
public const int UpSampleEntrySize = TargetSampleCount * VoiceChannelCountMax;
|
|
|
|
/// <summary>
|
|
/// The target audio latency computed from <see cref="TargetSampleRate"/> and <see cref="TargetSampleCount"/>.
|
|
/// </summary>
|
|
public const int AudioProcessorMaxUpdateTimeTarget = 1000000000 / ((int)TargetSampleRate / TargetSampleCount); // 5.00 ms
|
|
|
|
/// <summary>
|
|
/// The maximum update time of the DSP on original hardware.
|
|
/// </summary>
|
|
public const int AudioProcessorMaxUpdateTime = 5760000; // 5.76 ms
|
|
|
|
/// <summary>
|
|
/// The maximum update time per audio renderer session.
|
|
/// </summary>
|
|
public const int AudioProcessorMaxUpdateTimePerSessions = AudioProcessorMaxUpdateTime / AudioRendererSessionCountMax;
|
|
|
|
/// <summary>
|
|
/// Guest timer frequency used for system ticks.
|
|
/// </summary>
|
|
public const int TargetTimerFrequency = 19200000;
|
|
|
|
/// <summary>
|
|
/// The default coefficients used for standard 5.1 surround to stereo downmixing.
|
|
/// </summary>
|
|
public static float[] DefaultSurroundToStereoCoefficients = new float[4]
|
|
{
|
|
1.0f,
|
|
0.707f,
|
|
0.251f,
|
|
0.707f,
|
|
};
|
|
}
|
|
}
|