diff options
author | Mary <me@thog.eu> | 2021-02-26 01:11:56 +0100 |
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committer | GitHub <noreply@github.com> | 2021-02-26 01:11:56 +0100 |
commit | f556c80d0230056335632b60c71f1567e177239e (patch) | |
tree | 748aa6be62b93a8e941e25dbd83f39e1dbb37035 /Ryujinx.Audio/Input/AudioInputManager.cs | |
parent | 1c49089ff00fc87dc4872f135dc6a0d36169a970 (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
Diffstat (limited to 'Ryujinx.Audio/Input/AudioInputManager.cs')
-rw-r--r-- | Ryujinx.Audio/Input/AudioInputManager.cs | 262 |
1 files changed, 262 insertions, 0 deletions
diff --git a/Ryujinx.Audio/Input/AudioInputManager.cs b/Ryujinx.Audio/Input/AudioInputManager.cs new file mode 100644 index 00000000..e098ae9e --- /dev/null +++ b/Ryujinx.Audio/Input/AudioInputManager.cs @@ -0,0 +1,262 @@ +// +// 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.Common; +using Ryujinx.Audio.Integration; +using Ryujinx.Common.Logging; +using Ryujinx.Memory; +using System; +using System.Diagnostics; + +namespace Ryujinx.Audio.Input +{ + /// <summary> + /// The audio input manager. + /// </summary> + public class AudioInputManager : IDisposable + { + private object _lock = new object(); + + /// <summary> + /// Lock used for session allocation. + /// </summary> + private object _sessionLock = new object(); + + /// <summary> + /// The session ids allocation table. + /// </summary> + private int[] _sessionIds; + + /// <summary> + /// The device driver. + /// </summary> + private IHardwareDeviceDriver _deviceDriver; + + /// <summary> + /// The events linked to each session. + /// </summary> + private IWritableEvent[] _sessionsBufferEvents; + + /// <summary> + /// The <see cref="AudioInputSystem"/> session instances. + /// </summary> + private AudioInputSystem[] _sessions; + + /// <summary> + /// The count of active sessions. + /// </summary> + private int _activeSessionCount; + + /// <summary> + /// Create a new <see cref="AudioInputManager"/>. + /// </summary> + public AudioInputManager() + { + _sessionIds = new int[Constants.AudioInSessionCountMax]; + _sessions = new AudioInputSystem[Constants.AudioInSessionCountMax]; + _activeSessionCount = 0; + + for (int i = 0; i < _sessionIds.Length; i++) + { + _sessionIds[i] = i; + } + } + + /// <summary> + /// Initialize the <see cref="AudioInputManager"/>. + /// </summary> + /// <param name="deviceDriver">The device driver.</param> + /// <param name="sessionRegisterEvents">The events associated to each session.</param> + public void Initialize(IHardwareDeviceDriver deviceDriver, IWritableEvent[] sessionRegisterEvents) + { + _deviceDriver = deviceDriver; + _sessionsBufferEvents = sessionRegisterEvents; + } + + /// <summary> + /// Acquire a new session id. + /// </summary> + /// <returns>A new session id.</returns> + private int AcquireSessionId() + { + lock (_sessionLock) + { + int index = _activeSessionCount; + + Debug.Assert(index < _sessionIds.Length); + + int sessionId = _sessionIds[index]; + + _sessionIds[index] = -1; + + _activeSessionCount++; + + Logger.Info?.Print(LogClass.AudioRenderer, $"Registered new input ({sessionId})"); + + return sessionId; + } + } + + /// <summary> + /// Release a given <paramref name="sessionId"/>. + /// </summary> + /// <param name="sessionId">The session id to release.</param> + private void ReleaseSessionId(int sessionId) + { + lock (_sessionLock) + { + Debug.Assert(_activeSessionCount > 0); + + int newIndex = --_activeSessionCount; + + _sessionIds[newIndex] = sessionId; + } + + Logger.Info?.Print(LogClass.AudioRenderer, $"Unregistered input ({sessionId})"); + } + + /// <summary> + /// Used to update audio input system. + /// </summary> + public void Update() + { + lock (_sessionLock) + { + foreach (AudioInputSystem input in _sessions) + { + input?.Update(); + } + } + } + + /// <summary> + /// Register a new <see cref="AudioInputSystem"/>. + /// </summary> + /// <param name="input">The <see cref="AudioInputSystem"/> to register.</param> + private void Register(AudioInputSystem input) + { + lock (_sessionLock) + { + _sessions[input.GetSessionId()] = input; + } + } + + /// <summary> + /// Unregister a new <see cref="AudioInputSystem"/>. + /// </summary> + /// <param name="input">The <see cref="AudioInputSystem"/> to unregister.</param> + internal void Unregister(AudioInputSystem input) + { + lock (_sessionLock) + { + int sessionId = input.GetSessionId(); + + _sessions[input.GetSessionId()] = null; + + ReleaseSessionId(sessionId); + } + } + + /// <summary> + /// Get the list of all audio inputs names. + /// </summary> + /// <param name="filtered">If true, filter disconnected devices</param> + /// <returns>The list of all audio inputs name</returns> + public string[] ListAudioIns(bool filtered) + { + if (filtered) + { + // TODO: Detect if the driver supports audio input + } + + return new string[] { Constants.DefaultDeviceInputName }; + } + + /// <summary> + /// Open a new <see cref="AudioInputSystem"/>. + /// </summary> + /// <param name="outputDeviceName">The output device name selected by the <see cref="AudioInputSystem"/></param> + /// <param name="outputConfiguration">The output audio configuration selected by the <see cref="AudioInputSystem"/></param> + /// <param name="obj">The new <see cref="AudioInputSystem"/></param> + /// <param name="memoryManager">The memory manager that will be used for all guest memory operations</param> + /// <param name="inputDeviceName">The input device name wanted by the user</param> + /// <param name="sampleFormat">The sample format to use</param> + /// <param name="parameter">The user configuration</param> + /// <param name="appletResourceUserId">The applet resource user id of the application</param> + /// <param name="processHandle">The process handle of the application</param> + /// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns> + public ResultCode OpenAudioIn(out string outputDeviceName, + out AudioOutputConfiguration outputConfiguration, + out AudioInputSystem obj, + IVirtualMemoryManager memoryManager, + string inputDeviceName, + SampleFormat sampleFormat, + ref AudioInputConfiguration parameter, + ulong appletResourceUserId, + uint processHandle) + { + int sessionId = AcquireSessionId(); + + _sessionsBufferEvents[sessionId].Clear(); + + IHardwareDeviceSession deviceSession = _deviceDriver.OpenDeviceSession(IHardwareDeviceDriver.Direction.Input, memoryManager, sampleFormat, parameter.SampleRate, parameter.ChannelCount); + + AudioInputSystem audioIn = new AudioInputSystem(this, _lock, deviceSession, _sessionsBufferEvents[sessionId]); + + ResultCode result = audioIn.Initialize(inputDeviceName, sampleFormat, ref parameter, sessionId); + + if (result == ResultCode.Success) + { + outputDeviceName = audioIn.DeviceName; + outputConfiguration = new AudioOutputConfiguration + { + ChannelCount = audioIn.ChannelCount, + SampleFormat = audioIn.SampleFormat, + SampleRate = audioIn.SampleRate, + AudioOutState = audioIn.GetState(), + }; + + obj = audioIn; + + Register(audioIn); + } + else + { + ReleaseSessionId(sessionId); + + obj = null; + outputDeviceName = null; + outputConfiguration = default; + } + + return result; + } + + public void Dispose() + { + Dispose(true); + } + + protected virtual void Dispose(bool disposing) + { + if (disposing) + { + // Nothing to do here. + } + } + } +} |