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authorMary <me@thog.eu>2021-02-26 01:11:56 +0100
committerGitHub <noreply@github.com>2021-02-26 01:11:56 +0100
commitf556c80d0230056335632b60c71f1567e177239e (patch)
tree748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio/Common/AudioDeviceSession.cs
parent1c49089ff00fc87dc4872f135dc6a0d36169a970 (diff)
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
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+// 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.Audio.Integration;
+using Ryujinx.Common;
+using System;
+using System.Diagnostics;
+
+namespace Ryujinx.Audio.Common
+{
+ /// <summary>
+ /// An audio device session.
+ /// </summary>
+ class AudioDeviceSession : IDisposable
+ {
+ /// <summary>
+ /// The volume of the <see cref="AudioDeviceSession"/>.
+ /// </summary>
+ private float _volume;
+
+ /// <summary>
+ /// The state of the <see cref="AudioDeviceSession"/>.
+ /// </summary>
+ private AudioDeviceState _state;
+
+ /// <summary>
+ /// Array of all buffers currently used or released.
+ /// </summary>
+ private AudioBuffer[] _buffers;
+
+ /// <summary>
+ /// The server index inside <see cref="_buffers"/> (appended but not queued to device driver).
+ /// </summary>
+ private uint _serverBufferIndex;
+
+ /// <summary>
+ /// The hardware index inside <see cref="_buffers"/> (queued to device driver).
+ /// </summary>
+ private uint _hardwareBufferIndex;
+
+ /// <summary>
+ /// The released index inside <see cref="_buffers"/> (released by the device driver).
+ /// </summary>
+ private uint _releasedBufferIndex;
+
+ /// <summary>
+ /// The count of buffer appended (server side).
+ /// </summary>
+ private uint _bufferAppendedCount;
+
+ /// <summary>
+ /// The count of buffer registered (driver side).
+ /// </summary>
+ private uint _bufferRegisteredCount;
+
+ /// <summary>
+ /// The count of buffer released (released by the driver side).
+ /// </summary>
+ private uint _bufferReleasedCount;
+
+ /// <summary>
+ /// The released buffer event.
+ /// </summary>
+ private IWritableEvent _bufferEvent;
+
+ /// <summary>
+ /// The session on the device driver.
+ /// </summary>
+ private IHardwareDeviceSession _hardwareDeviceSession;
+
+ /// <summary>
+ /// Max number of buffers that can be registered to the device driver at a time.
+ /// </summary>
+ private uint _bufferRegisteredLimit;
+
+ /// <summary>
+ /// Create a new <see cref="AudioDeviceSession"/>.
+ /// </summary>
+ /// <param name="deviceSession">The device driver session associated</param>
+ /// <param name="bufferEvent">The release buffer event</param>
+ /// <param name="bufferRegisteredLimit">The max number of buffers that can be registered to the device driver at a time</param>
+ public AudioDeviceSession(IHardwareDeviceSession deviceSession, IWritableEvent bufferEvent, uint bufferRegisteredLimit = 4)
+ {
+ _bufferEvent = bufferEvent;
+ _hardwareDeviceSession = deviceSession;
+ _bufferRegisteredLimit = bufferRegisteredLimit;
+
+ _buffers = new AudioBuffer[Constants.AudioDeviceBufferCountMax];
+ _serverBufferIndex = 0;
+ _hardwareBufferIndex = 0;
+ _releasedBufferIndex = 0;
+
+ _bufferAppendedCount = 0;
+ _bufferRegisteredCount = 0;
+ _bufferReleasedCount = 0;
+ _volume = 1.0f;
+ _state = AudioDeviceState.Stopped;
+ }
+
+ /// <summary>
+ /// Get the released buffer event.
+ /// </summary>
+ /// <returns>The released buffer event</returns>
+ public IWritableEvent GetBufferEvent()
+ {
+ return _bufferEvent;
+ }
+
+ /// <summary>
+ /// Get the state of the session.
+ /// </summary>
+ /// <returns>The state of the session</returns>
+ public AudioDeviceState GetState()
+ {
+ Debug.Assert(_state == AudioDeviceState.Started || _state == AudioDeviceState.Stopped);
+
+ return _state;
+ }
+
+ /// <summary>
+ /// Get the total buffer count (server + driver + released).
+ /// </summary>
+ /// <returns>Return the total buffer count</returns>
+ private uint GetTotalBufferCount()
+ {
+ uint bufferCount = _bufferAppendedCount + _bufferRegisteredCount + _bufferReleasedCount;
+
+ Debug.Assert(bufferCount <= Constants.AudioDeviceBufferCountMax);
+
+ return bufferCount;
+ }
+
+ /// <summary>
+ /// Register a new <see cref="AudioBuffer"/> on the server side.
+ /// </summary>
+ /// <param name="buffer">The <see cref="AudioBuffer"/> to register</param>
+ /// <returns>True if the operation succeeded</returns>
+ private bool RegisterBuffer(AudioBuffer buffer)
+ {
+ if (GetTotalBufferCount() == Constants.AudioDeviceBufferCountMax)
+ {
+ return false;
+ }
+
+ _buffers[_serverBufferIndex] = buffer;
+ _serverBufferIndex = (_serverBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
+ _bufferAppendedCount++;
+
+ return true;
+ }
+
+ /// <summary>
+ /// Flush server buffers to hardware.
+ /// </summary>
+ private void FlushToHardware()
+ {
+ uint bufferToFlushCount = Math.Min(Math.Min(_bufferAppendedCount, 4), _bufferRegisteredLimit - _bufferRegisteredCount);
+
+ AudioBuffer[] buffersToFlush = new AudioBuffer[bufferToFlushCount];
+
+ uint hardwareBufferIndex = _hardwareBufferIndex;
+
+ for (int i = 0; i < buffersToFlush.Length; i++)
+ {
+ buffersToFlush[i] = _buffers[_hardwareBufferIndex];
+
+ _bufferAppendedCount--;
+ _bufferRegisteredCount++;
+
+ hardwareBufferIndex = (hardwareBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
+ }
+
+ _hardwareBufferIndex = hardwareBufferIndex;
+
+ for (int i = 0; i < buffersToFlush.Length; i++)
+ {
+ _hardwareDeviceSession.QueueBuffer(buffersToFlush[i]);
+ }
+ }
+
+ /// <summary>
+ /// Get the current index of the <see cref="AudioBuffer"/> playing on the driver side.
+ /// </summary>
+ /// <param name="playingIndex">The output index of the <see cref="AudioBuffer"/> playing on the driver side</param>
+ /// <returns>True if any buffer is playing</returns>
+ private bool TryGetPlayingBufferIndex(out uint playingIndex)
+ {
+ if (_bufferRegisteredCount > 0)
+ {
+ playingIndex = (_hardwareBufferIndex - _bufferRegisteredCount) % Constants.AudioDeviceBufferCountMax;
+
+ return true;
+ }
+
+ playingIndex = 0;
+
+ return false;
+ }
+
+ /// <summary>
+ /// Try to pop the <see cref="AudioBuffer"/> playing on the driver side.
+ /// </summary>
+ /// <param name="buffer">The output <see cref="AudioBuffer"/> playing on the driver side</param>
+ /// <returns>True if any buffer is playing</returns>
+ private bool TryPopPlayingBuffer(out AudioBuffer buffer)
+ {
+ if (_bufferRegisteredCount > 0)
+ {
+ uint bufferIndex = (_hardwareBufferIndex - _bufferRegisteredCount) % Constants.AudioDeviceBufferCountMax;
+
+ buffer = _buffers[bufferIndex];
+
+ _buffers[bufferIndex] = null;
+
+ _bufferRegisteredCount--;
+
+ return true;
+ }
+
+ buffer = null;
+
+ return false;
+ }
+
+ /// <summary>
+ /// Try to pop a <see cref="AudioBuffer"/> released by the driver side.
+ /// </summary>
+ /// <param name="buffer">The output <see cref="AudioBuffer"/> released by the driver side</param>
+ /// <returns>True if any buffer has been released</returns>
+ public bool TryPopReleasedBuffer(out AudioBuffer buffer)
+ {
+ if (_bufferReleasedCount > 0)
+ {
+ uint bufferIndex = (_releasedBufferIndex - _bufferReleasedCount) % Constants.AudioDeviceBufferCountMax;
+
+ buffer = _buffers[bufferIndex];
+
+ _buffers[bufferIndex] = null;
+
+ _bufferReleasedCount--;
+
+ return true;
+ }
+
+ buffer = null;
+
+ return false;
+ }
+
+ /// <summary>
+ /// Release a <see cref="AudioBuffer"/>.
+ /// </summary>
+ /// <param name="buffer">The <see cref="AudioBuffer"/> to release</param>
+ private void ReleaseBuffer(AudioBuffer buffer)
+ {
+ buffer.PlayedTimestamp = (ulong)PerformanceCounter.ElapsedNanoseconds;
+
+ _bufferRegisteredCount--;
+ _bufferReleasedCount++;
+
+ _releasedBufferIndex = (_releasedBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
+ }
+
+ /// <summary>
+ /// Update the released buffers.
+ /// </summary>
+ /// <param name="updateForStop">True if the session is currently stopping</param>
+ private void UpdateReleaseBuffers(bool updateForStop = false)
+ {
+ bool wasAnyBuffersReleased = false;
+
+ while (TryGetPlayingBufferIndex(out uint playingIndex))
+ {
+ if (!updateForStop && !_hardwareDeviceSession.WasBufferFullyConsumed(_buffers[playingIndex]))
+ {
+ break;
+ }
+
+ if (updateForStop)
+ {
+ _hardwareDeviceSession.UnregisterBuffer(_buffers[playingIndex]);
+ }
+
+ ReleaseBuffer(_buffers[playingIndex]);
+
+ wasAnyBuffersReleased = true;
+ }
+
+ if (wasAnyBuffersReleased)
+ {
+ _bufferEvent.Signal();
+ }
+ }
+
+ /// <summary>
+ /// Append a new <see cref="AudioBuffer"/>.
+ /// </summary>
+ /// <param name="buffer">The <see cref="AudioBuffer"/> to append</param>
+ /// <returns>True if the buffer was appended</returns>
+ public bool AppendBuffer(AudioBuffer buffer)
+ {
+ if (_hardwareDeviceSession.RegisterBuffer(buffer))
+ {
+ if (RegisterBuffer(buffer))
+ {
+ FlushToHardware();
+
+ return true;
+ }
+
+ _hardwareDeviceSession.UnregisterBuffer(buffer);
+ }
+
+ return false;
+ }
+
+ public bool AppendUacBuffer(AudioBuffer buffer, uint handle)
+ {
+ // NOTE: On hardware, there is another RegisterBuffer method taking an handle.
+ // This variant of the call always return false (stubbed?) as a result this logic will never succeed.
+
+ return false;
+ }
+
+ /// <summary>
+ /// Start the audio session.
+ /// </summary>
+ /// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
+ public ResultCode Start()
+ {
+ if (_state == AudioDeviceState.Started)
+ {
+ return ResultCode.OperationFailed;
+ }
+
+ _hardwareDeviceSession.Start();
+
+ _state = AudioDeviceState.Started;
+
+ FlushToHardware();
+
+ _hardwareDeviceSession.SetVolume(_volume);
+
+ return ResultCode.Success;
+ }
+
+ /// <summary>
+ /// Stop the audio session.
+ /// </summary>
+ /// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
+ public ResultCode Stop()
+ {
+ if (_state == AudioDeviceState.Started)
+ {
+ _hardwareDeviceSession.Stop();
+
+ UpdateReleaseBuffers(true);
+
+ _state = AudioDeviceState.Stopped;
+ }
+
+ return ResultCode.Success;
+ }
+
+ /// <summary>
+ /// Get the volume of the session.
+ /// </summary>
+ /// <returns>The volume of the session</returns>
+ public float GetVolume()
+ {
+ return _hardwareDeviceSession.GetVolume();
+ }
+
+ /// <summary>
+ /// Set the volume of the session.
+ /// </summary>
+ /// <param name="volume">The new volume to set</param>
+ public void SetVolume(float volume)
+ {
+ _volume = volume;
+
+ if (_state == AudioDeviceState.Started)
+ {
+ _hardwareDeviceSession.SetVolume(volume);
+ }
+ }
+
+ /// <summary>
+ /// Get the count of buffer currently in use (server + driver side).
+ /// </summary>
+ /// <returns>The count of buffer currently in use</returns>
+ public uint GetBufferCount()
+ {
+ return _bufferAppendedCount + _bufferRegisteredCount;
+ }
+
+ /// <summary>
+ /// Check if a buffer is present.
+ /// </summary>
+ /// <param name="bufferTag">The unique tag of the buffer</param>
+ /// <returns>Return true if a buffer is present</returns>
+ public bool ContainsBuffer(ulong bufferTag)
+ {
+ uint bufferIndex = (_releasedBufferIndex - _bufferReleasedCount) % Constants.AudioDeviceBufferCountMax;
+
+ for (int i = 0; i < GetTotalBufferCount(); i++)
+ {
+ if (_buffers[bufferIndex].BufferTag == bufferTag)
+ {
+ return true;
+ }
+
+ bufferIndex = (bufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
+ }
+
+ return false;
+ }
+
+ /// <summary>
+ /// Get the count of sample played in this session.
+ /// </summary>
+ /// <returns>The count of sample played in this session</returns>
+ public ulong GetPlayedSampleCount()
+ {
+ if (_state == AudioDeviceState.Stopped)
+ {
+ return 0;
+ }
+ else
+ {
+ return _hardwareDeviceSession.GetPlayedSampleCount();
+ }
+ }
+
+ /// <summary>
+ /// Flush all buffers to the initial state.
+ /// </summary>
+ /// <returns>True if any buffer was flushed</returns>
+ public bool FlushBuffers()
+ {
+ if (_state == AudioDeviceState.Stopped)
+ {
+ return false;
+ }
+
+ uint bufferCount = GetBufferCount();
+
+ while (TryPopReleasedBuffer(out AudioBuffer buffer))
+ {
+ _hardwareDeviceSession.UnregisterBuffer(buffer);
+ }
+
+ while (TryPopPlayingBuffer(out AudioBuffer buffer))
+ {
+ _hardwareDeviceSession.UnregisterBuffer(buffer);
+ }
+
+ if (_bufferRegisteredCount == 0 || (_bufferReleasedCount + _bufferAppendedCount) > Constants.AudioDeviceBufferCountMax)
+ {
+ return false;
+ }
+
+ _bufferReleasedCount += _bufferAppendedCount;
+ _releasedBufferIndex = (_releasedBufferIndex + _bufferAppendedCount) % Constants.AudioDeviceBufferCountMax;
+ _bufferAppendedCount = 0;
+ _hardwareBufferIndex = _serverBufferIndex;
+
+ if (bufferCount > 0)
+ {
+ _bufferEvent.Signal();
+ }
+
+ return true;
+ }
+
+ /// <summary>
+ /// Update the session.
+ /// </summary>
+ public void Update()
+ {
+ if (_state == AudioDeviceState.Started)
+ {
+ UpdateReleaseBuffers();
+ FlushToHardware();
+ }
+ }
+
+ public void Dispose()
+ {
+ Dispose(true);
+ }
+
+ protected virtual void Dispose(bool disposing)
+ {
+ if (disposing)
+ {
+ // Tell the hardware session that we are ending.
+ _hardwareDeviceSession.PrepareToClose();
+
+ // Unregister all buffers
+
+ while (TryPopReleasedBuffer(out AudioBuffer buffer))
+ {
+ _hardwareDeviceSession.UnregisterBuffer(buffer);
+ }
+
+ while (TryPopPlayingBuffer(out AudioBuffer buffer))
+ {
+ _hardwareDeviceSession.UnregisterBuffer(buffer);
+ }
+
+ // Finally dispose hardware session.
+ _hardwareDeviceSession.Dispose();
+
+ _bufferEvent.Signal();
+ }
+ }
+ }
+}