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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/Input/AudioInputManager.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.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.
+ }
+ }
+ }
+}