diff options
Diffstat (limited to 'Ryujinx.Audio.Renderer/Server/Voice/VoiceState.cs')
-rw-r--r-- | Ryujinx.Audio.Renderer/Server/Voice/VoiceState.cs | 715 |
1 files changed, 715 insertions, 0 deletions
diff --git a/Ryujinx.Audio.Renderer/Server/Voice/VoiceState.cs b/Ryujinx.Audio.Renderer/Server/Voice/VoiceState.cs new file mode 100644 index 00000000..94e39d0f --- /dev/null +++ b/Ryujinx.Audio.Renderer/Server/Voice/VoiceState.cs @@ -0,0 +1,715 @@ +// +// Copyright (c) 2019-2020 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.Renderer.Common; +using Ryujinx.Audio.Renderer.Parameter; +using Ryujinx.Audio.Renderer.Server.MemoryPool; +using Ryujinx.Common.Memory; +using Ryujinx.Common.Utilities; +using System; +using System.Diagnostics; +using System.Runtime.InteropServices; +using static Ryujinx.Audio.Renderer.Common.BehaviourParameter; +using static Ryujinx.Audio.Renderer.Parameter.VoiceInParameter; + +namespace Ryujinx.Audio.Renderer.Server.Voice +{ + [StructLayout(LayoutKind.Sequential, Pack = Alignment)] + public struct VoiceState + { + public const int Alignment = 0x10; + + /// <summary> + /// Set to true if the voice is used. + /// </summary> + [MarshalAs(UnmanagedType.I1)] + public bool InUse; + + /// <summary> + /// Set to true if the voice is new. + /// </summary> + [MarshalAs(UnmanagedType.I1)] + public bool IsNew; + + [MarshalAs(UnmanagedType.I1)] + public bool WasPlaying; + + /// <summary> + /// The <see cref="SampleFormat"/> of the voice. + /// </summary> + public SampleFormat SampleFormat; + + /// <summary> + /// The sample rate of the voice. + /// </summary> + public uint SampleRate; + + /// <summary> + /// The total channel count used. + /// </summary> + public uint ChannelsCount; + + /// <summary> + /// Id of the voice. + /// </summary> + public int Id; + + /// <summary> + /// Node id of the voice. + /// </summary> + public int NodeId; + + /// <summary> + /// The target mix id of the voice. + /// </summary> + public int MixId; + + /// <summary> + /// The current voice <see cref="Types.PlayState"/>. + /// </summary> + public Types.PlayState PlayState; + + /// <summary> + /// The previous voice <see cref="Types.PlayState"/>. + /// </summary> + public Types.PlayState PreviousPlayState; + + /// <summary> + /// The priority of the voice. + /// </summary> + public uint Priority; + + /// <summary> + /// Target sorting position of the voice. (used to sort voice with the same <see cref="Priority"/>) + /// </summary> + public uint SortingOrder; + + /// <summary> + /// The pitch used on the voice. + /// </summary> + public float Pitch; + + /// <summary> + /// The output volume of the voice. + /// </summary> + public float Volume; + + /// <summary> + /// The previous output volume of the voice. + /// </summary> + public float PreviousVolume; + + /// <summary> + /// Biquad filters to apply to the output of the voice. + /// </summary> + public Array2<BiquadFilterParameter> BiquadFilters; + + /// <summary> + /// Total count of <see cref="WaveBufferInternal"/> of the voice. + /// </summary> + public uint WaveBuffersCount; + + /// <summary> + /// Current playing <see cref="WaveBufferInternal"/> of the voice. + /// </summary> + public uint WaveBuffersIndex; + + /// <summary> + /// Change the behaviour of the voice. + /// </summary> + /// <remarks>This was added on REV5.</remarks> + public DecodingBehaviour DecodingBehaviour; + + /// <summary> + /// User state <see cref="AddressInfo"/> required by the data source. + /// </summary> + /// <remarks>Only used for <see cref="SampleFormat.Adpcm"/> as the GC-ADPCM coefficients.</remarks> + public AddressInfo DataSourceStateAddressInfo; + + /// <summary> + /// The wavebuffers of this voice. + /// </summary> + public Array4<WaveBuffer> WaveBuffers; + + /// <summary> + /// The channel resource ids associated to the voice. + /// </summary> + public Array6<int> ChannelResourceIds; + + /// <summary> + /// The target splitter id of the voice. + /// </summary> + public uint SplitterId; + + /// <summary> + /// Change the Sample Rate Conversion (SRC) quality of the voice. + /// </summary> + /// <remarks>This was added on REV8.</remarks> + public SampleRateConversionQuality SrcQuality; + + /// <summary> + /// If set to true, the voice was dropped. + /// </summary> + [MarshalAs(UnmanagedType.I1)] + public bool VoiceDropFlag; + + /// <summary> + /// Set to true if the data source state work buffer wasn't mapped. + /// </summary> + [MarshalAs(UnmanagedType.I1)] + public bool DataSourceStateUnmapped; + + /// <summary> + /// Set to true if any of the <see cref="WaveBuffer.BufferAddressInfo"/> work buffer wasn't mapped. + /// </summary> + [MarshalAs(UnmanagedType.I1)] + public bool BufferInfoUnmapped; + + /// <summary> + /// The biquad filter initialization state storage. + /// </summary> + private BiquadFilterNeedInitializationArrayStruct _biquadFilterNeedInitialization; + + /// <summary> + /// Flush the amount of wavebuffer specified. This will result in the wavebuffer being skipped and marked played. + /// </summary> + /// <remarks>This was added on REV5.</remarks> + public byte FlushWaveBufferCount; + + [StructLayout(LayoutKind.Sequential, Size = RendererConstants.VoiceBiquadFilterCount)] + private struct BiquadFilterNeedInitializationArrayStruct { } + + /// <summary> + /// The biquad filter initialization state array. + /// </summary> + public Span<bool> BiquadFilterNeedInitialization => SpanHelpers.AsSpan<BiquadFilterNeedInitializationArrayStruct, bool>(ref _biquadFilterNeedInitialization); + + /// <summary> + /// Initialize the <see cref="VoiceState"/>. + /// </summary> + public void Initialize() + { + IsNew = false; + VoiceDropFlag = false; + DataSourceStateUnmapped = false; + BufferInfoUnmapped = false; + FlushWaveBufferCount = 0; + PlayState = Types.PlayState.Stopped; + Priority = RendererConstants.VoiceLowestPriority; + Id = 0; + NodeId = 0; + SampleRate = 0; + SampleFormat = SampleFormat.Invalid; + ChannelsCount = 0; + Pitch = 0.0f; + Volume= 0.0f; + PreviousVolume = 0.0f; + BiquadFilters.ToSpan().Fill(new BiquadFilterParameter()); + WaveBuffersCount = 0; + WaveBuffersIndex = 0; + MixId = RendererConstants.UnusedMixId; + SplitterId = RendererConstants.UnusedSplitterId; + DataSourceStateAddressInfo.Setup(0, 0); + + InitializeWaveBuffers(); + } + + /// <summary> + /// Initialize the <see cref="WaveBuffer"/> in this <see cref="VoiceState"/>. + /// </summary> + private void InitializeWaveBuffers() + { + for (int i = 0; i < WaveBuffers.Length; i++) + { + WaveBuffers[i].StartSampleOffset = 0; + WaveBuffers[i].EndSampleOffset = 0; + WaveBuffers[i].ShouldLoop = false; + WaveBuffers[i].IsEndOfStream = false; + WaveBuffers[i].BufferAddressInfo.Setup(0, 0); + WaveBuffers[i].ContextAddressInfo.Setup(0, 0); + WaveBuffers[i].IsSendToAudioProcessor = true; + } + } + + /// <summary> + /// Check if the voice needs to be skipped. + /// </summary> + /// <returns>Returns true if the voice needs to be skipped.</returns> + public bool ShouldSkip() + { + return !InUse || WaveBuffersCount == 0 || DataSourceStateUnmapped || BufferInfoUnmapped || VoiceDropFlag; + } + + /// <summary> + /// Return true if the mix has any destinations. + /// </summary> + /// <returns>True if the mix has any destinations.</returns> + public bool HasAnyDestination() + { + return MixId != RendererConstants.UnusedMixId || SplitterId != RendererConstants.UnusedSplitterId; + } + + /// <summary> + /// Indicate if the server voice information needs to be updated. + /// </summary> + /// <param name="parameter">The user parameter.</param> + /// <returns>Return true, if the server voice information needs to be updated.</returns> + private bool ShouldUpdateParameters(ref VoiceInParameter parameter) + { + if (DataSourceStateAddressInfo.CpuAddress == parameter.DataSourceStateAddress) + { + return DataSourceStateAddressInfo.Size != parameter.DataSourceStateSize; + } + + return DataSourceStateAddressInfo.CpuAddress != parameter.DataSourceStateAddress || + DataSourceStateAddressInfo.Size != parameter.DataSourceStateSize || + DataSourceStateUnmapped; + } + + /// <summary> + /// Update the internal state from a user parameter. + /// </summary> + /// <param name="outErrorInfo">The possible <see cref="ErrorInfo"/> that was generated.</param> + /// <param name="parameter">The user parameter.</param> + /// <param name="poolMapper">The mapper to use.</param> + /// <param name="behaviourContext">The behaviour context.</param> + public void UpdateParameters(out ErrorInfo outErrorInfo, ref VoiceInParameter parameter, ref PoolMapper poolMapper, ref BehaviourContext behaviourContext) + { + InUse = parameter.InUse; + Id = parameter.Id; + NodeId = parameter.NodeId; + + UpdatePlayState(parameter.PlayState); + + SrcQuality = parameter.SrcQuality; + + Priority = parameter.Priority; + SortingOrder = parameter.SortingOrder; + SampleRate = parameter.SampleRate; + SampleFormat = parameter.SampleFormat; + ChannelsCount = parameter.ChannelCount; + Pitch = parameter.Pitch; + Volume = parameter.Volume; + parameter.BiquadFilters.ToSpan().CopyTo(BiquadFilters.ToSpan()); + WaveBuffersCount = parameter.WaveBuffersCount; + WaveBuffersIndex = parameter.WaveBuffersIndex; + + if (behaviourContext.IsFlushVoiceWaveBuffersSupported()) + { + FlushWaveBufferCount += parameter.FlushWaveBufferCount; + } + + MixId = parameter.MixId; + + if (behaviourContext.IsSplitterSupported()) + { + SplitterId = parameter.SplitterId; + } + else + { + SplitterId = RendererConstants.UnusedSplitterId; + } + + parameter.ChannelResourceIds.ToSpan().CopyTo(ChannelResourceIds.ToSpan()); + + DecodingBehaviour behaviour = DecodingBehaviour.Default; + + if (behaviourContext.IsDecodingBehaviourFlagSupported()) + { + behaviour = parameter.DecodingBehaviourFlags; + } + + DecodingBehaviour = behaviour; + + if (parameter.ResetVoiceDropFlag) + { + VoiceDropFlag = false; + } + + if (ShouldUpdateParameters(ref parameter)) + { + DataSourceStateUnmapped = !poolMapper.TryAttachBuffer(out outErrorInfo, ref DataSourceStateAddressInfo, parameter.DataSourceStateAddress, parameter.DataSourceStateSize); + } + else + { + outErrorInfo = new ErrorInfo(); + } + } + + /// <summary> + /// Update the internal play state from user play state. + /// </summary> + /// <param name="userPlayState">The target user play state.</param> + public void UpdatePlayState(PlayState userPlayState) + { + Types.PlayState oldServerPlayState = PlayState; + + PreviousPlayState = oldServerPlayState; + + Types.PlayState newServerPlayState; + + switch (userPlayState) + { + case Common.PlayState.Start: + newServerPlayState = Types.PlayState.Started; + break; + + case Common.PlayState.Stop: + if (oldServerPlayState == Types.PlayState.Stopped) + { + return; + } + + newServerPlayState = Types.PlayState.Stopping; + break; + + case Common.PlayState.Pause: + newServerPlayState = Types.PlayState.Paused; + break; + + default: + throw new NotImplementedException($"Unhandled PlayState.{userPlayState}"); + } + + PlayState = newServerPlayState; + } + + /// <summary> + /// Write the status of the voice to the given user output. + /// </summary> + /// <param name="outStatus">The given user output.</param> + /// <param name="parameter">The user parameter.</param> + /// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param> + public void WriteOutStatus(ref VoiceOutStatus outStatus, ref VoiceInParameter parameter, Memory<VoiceUpdateState>[] voiceUpdateStates) + { +#if DEBUG + // Sanity check in debug mode of the internal state + if (!parameter.IsNew && !IsNew) + { + for (int i = 1; i < ChannelsCount; i++) + { + ref VoiceUpdateState stateA = ref voiceUpdateStates[i - 1].Span[0]; + ref VoiceUpdateState stateB = ref voiceUpdateStates[i].Span[0]; + + Debug.Assert(stateA.WaveBufferConsumed == stateB.WaveBufferConsumed); + Debug.Assert(stateA.PlayedSampleCount == stateB.PlayedSampleCount); + Debug.Assert(stateA.Offset == stateB.Offset); + Debug.Assert(stateA.WaveBufferIndex == stateB.WaveBufferIndex); + Debug.Assert(stateA.Fraction == stateB.Fraction); + Debug.Assert(stateA.IsWaveBufferValid.SequenceEqual(stateB.IsWaveBufferValid)); + } + } +#endif + if (parameter.IsNew || IsNew) + { + IsNew = true; + + outStatus.VoiceDropFlag = false; + outStatus.PlayedWaveBuffersCount = 0; + outStatus.PlayedSampleCount = 0; + } + else + { + ref VoiceUpdateState state = ref voiceUpdateStates[0].Span[0]; + + outStatus.VoiceDropFlag = VoiceDropFlag; + outStatus.PlayedWaveBuffersCount = state.WaveBufferConsumed; + outStatus.PlayedSampleCount = state.PlayedSampleCount; + } + } + + /// <summary> + /// Update the internal state of all the <see cref="WaveBuffer"/> of the <see cref="VoiceState"/>. + /// </summary> + /// <param name="errorInfos">An array of <see cref="ErrorInfo"/> used to report errors when mapping any of the <see cref="WaveBuffer"/>.</param> + /// <param name="parameter">The user parameter.</param> + /// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param> + /// <param name="mapper">The mapper to use.</param> + /// <param name="behaviourContext">The behaviour context.</param> + public void UpdateWaveBuffers(out ErrorInfo[] errorInfos, ref VoiceInParameter parameter, Memory<VoiceUpdateState>[] voiceUpdateStates, ref PoolMapper mapper, ref BehaviourContext behaviourContext) + { + errorInfos = new ErrorInfo[RendererConstants.VoiceWaveBufferCount * 2]; + + if (parameter.IsNew) + { + InitializeWaveBuffers(); + + for (int i = 0; i < parameter.ChannelCount; i++) + { + voiceUpdateStates[i].Span[0].IsWaveBufferValid.Fill(false); + } + } + + ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[0].Span[0]; + + for (int i = 0; i < RendererConstants.VoiceWaveBufferCount; i++) + { + UpdateWaveBuffer(errorInfos.AsSpan().Slice(i * 2, 2), ref WaveBuffers[i], ref parameter.WaveBuffers[i], parameter.SampleFormat, voiceUpdateState.IsWaveBufferValid[i], ref mapper, ref behaviourContext); + } + } + + /// <summary> + /// Update the internal state of one of the <see cref="WaveBuffer"/> of the <see cref="VoiceState"/>. + /// </summary> + /// <param name="errorInfos">A <see cref="Span{ErrorInfo}"/> used to report errors when mapping the <see cref="WaveBuffer"/>.</param> + /// <param name="waveBuffer">The <see cref="WaveBuffer"/> to update.</param> + /// <param name="inputWaveBuffer">The <see cref="WaveBufferInternal"/> from the user input.</param> + /// <param name="sampleFormat">The <see cref="SampleFormat"/> from the user input.</param> + /// <param name="isValid">If set to true, the server side wavebuffer is considered valid.</param> + /// <param name="mapper">The mapper to use.</param> + /// <param name="behaviourContext">The behaviour context.</param> + private void UpdateWaveBuffer(Span<ErrorInfo> errorInfos, ref WaveBuffer waveBuffer, ref WaveBufferInternal inputWaveBuffer, SampleFormat sampleFormat, bool isValid, ref PoolMapper mapper, ref BehaviourContext behaviourContext) + { + if (!isValid && waveBuffer.IsSendToAudioProcessor && waveBuffer.BufferAddressInfo.CpuAddress != 0) + { + mapper.ForceUnmap(ref waveBuffer.BufferAddressInfo); + waveBuffer.BufferAddressInfo.Setup(0, 0); + } + + if (!inputWaveBuffer.SentToServer || BufferInfoUnmapped) + { + if (inputWaveBuffer.IsSampleOffsetValid(sampleFormat)) + { + Debug.Assert(waveBuffer.IsSendToAudioProcessor); + + waveBuffer.IsSendToAudioProcessor = false; + waveBuffer.StartSampleOffset = inputWaveBuffer.StartSampleOffset; + waveBuffer.EndSampleOffset = inputWaveBuffer.EndSampleOffset; + waveBuffer.ShouldLoop = inputWaveBuffer.ShouldLoop; + waveBuffer.IsEndOfStream = inputWaveBuffer.IsEndOfStream; + waveBuffer.LoopStartSampleOffset = inputWaveBuffer.LoopFirstSampleOffset; + waveBuffer.LoopEndSampleOffset = inputWaveBuffer.LoopLastSampleOffset; + waveBuffer.LoopCount = inputWaveBuffer.LoopCount; + + BufferInfoUnmapped = !mapper.TryAttachBuffer(out ErrorInfo bufferInfoError, ref waveBuffer.BufferAddressInfo, inputWaveBuffer.Address, inputWaveBuffer.Size); + + errorInfos[0] = bufferInfoError; + + if (sampleFormat == SampleFormat.Adpcm && behaviourContext.IsAdpcmLoopContextBugFixed() && inputWaveBuffer.ContextAddress != 0) + { + bool adpcmLoopContextMapped = mapper.TryAttachBuffer(out ErrorInfo adpcmLoopContextInfoError, + ref waveBuffer.ContextAddressInfo, + inputWaveBuffer.ContextAddress, + inputWaveBuffer.ContextSize); + + errorInfos[1] = adpcmLoopContextInfoError; + + if (adpcmLoopContextMapped) + { + BufferInfoUnmapped = DataSourceStateUnmapped; + } + else + { + BufferInfoUnmapped = true; + } + } + else + { + waveBuffer.ContextAddressInfo.Setup(0, 0); + } + } + else + { + errorInfos[0].ErrorCode = ResultCode.InvalidAddressInfo; + errorInfos[0].ExtraErrorInfo = inputWaveBuffer.Address; + } + } + } + + /// <summary> + /// Reset the resources associated to this <see cref="VoiceState"/>. + /// </summary> + /// <param name="context">The voice context.</param> + private void ResetResources(VoiceContext context) + { + for (int i = 0; i < ChannelsCount; i++) + { + int channelResourceId = ChannelResourceIds[i]; + + ref VoiceChannelResource voiceChannelResource = ref context.GetChannelResource(channelResourceId); + + Debug.Assert(voiceChannelResource.IsUsed); + + Memory<VoiceUpdateState> dspSharedState = context.GetUpdateStateForDsp(channelResourceId); + + MemoryMarshal.Cast<VoiceUpdateState, byte>(dspSharedState.Span).Fill(0); + + voiceChannelResource.UpdateState(); + } + } + + /// <summary> + /// Flush a certain amount of <see cref="WaveBuffer"/>. + /// </summary> + /// <param name="waveBufferCount">The amount of wavebuffer to flush.</param> + /// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param> + /// <param name="channelCount">The channel count from user input.</param> + private void FlushWaveBuffers(uint waveBufferCount, Memory<VoiceUpdateState>[] voiceUpdateStates, uint channelCount) + { + uint waveBufferIndex = WaveBuffersIndex; + + for (int i = 0; i < waveBufferCount; i++) + { + WaveBuffers[(int)waveBufferIndex].IsSendToAudioProcessor = true; + + for (int j = 0; j < channelCount; j++) + { + ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[j].Span[0]; + + voiceUpdateState.WaveBufferIndex = (voiceUpdateState.WaveBufferIndex + 1) % RendererConstants.VoiceWaveBufferCount; + voiceUpdateState.WaveBufferConsumed++; + voiceUpdateState.IsWaveBufferValid[(int)waveBufferIndex] = false; + } + + waveBufferIndex = (waveBufferIndex + 1) % RendererConstants.VoiceWaveBufferCount; + } + } + + /// <summary> + /// Update the internal parameters for command generation. + /// </summary> + /// <param name="voiceUpdateStates">The voice states associated to the <see cref="VoiceState"/>.</param> + /// <returns>Return true if this voice should be played.</returns> + public bool UpdateParametersForCommandGeneration(Memory<VoiceUpdateState>[] voiceUpdateStates) + { + if (FlushWaveBufferCount != 0) + { + FlushWaveBuffers(FlushWaveBufferCount, voiceUpdateStates, ChannelsCount); + + FlushWaveBufferCount = 0; + } + + switch (PlayState) + { + case Types.PlayState.Started: + for (int i = 0; i < WaveBuffers.Length; i++) + { + ref WaveBuffer wavebuffer = ref WaveBuffers[i]; + + if (!wavebuffer.IsSendToAudioProcessor) + { + for (int y = 0; y < ChannelsCount; y++) + { + Debug.Assert(!voiceUpdateStates[y].Span[0].IsWaveBufferValid[i]); + + voiceUpdateStates[y].Span[0].IsWaveBufferValid[i] = true; + } + + wavebuffer.IsSendToAudioProcessor = true; + } + } + + WasPlaying = false; + + ref VoiceUpdateState primaryVoiceUpdateState = ref voiceUpdateStates[0].Span[0]; + + for (int i = 0; i < primaryVoiceUpdateState.IsWaveBufferValid.Length; i++) + { + if (primaryVoiceUpdateState.IsWaveBufferValid[i]) + { + return true; + } + } + + return false; + + case Types.PlayState.Stopping: + for (int i = 0; i < WaveBuffers.Length; i++) + { + ref WaveBuffer wavebuffer = ref WaveBuffers[i]; + + wavebuffer.IsSendToAudioProcessor = true; + + for (int j = 0; j < ChannelsCount; j++) + { + ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[j].Span[0]; + + if (voiceUpdateState.IsWaveBufferValid[i]) + { + voiceUpdateState.WaveBufferIndex = (voiceUpdateState.WaveBufferIndex + 1) % RendererConstants.VoiceWaveBufferCount; + voiceUpdateState.WaveBufferConsumed++; + } + + voiceUpdateState.IsWaveBufferValid[i] = false; + } + } + + for (int i = 0; i < ChannelsCount; i++) + { + ref VoiceUpdateState voiceUpdateState = ref voiceUpdateStates[i].Span[0]; + + voiceUpdateState.Offset = 0; + voiceUpdateState.PlayedSampleCount = 0; + voiceUpdateState.Pitch.ToSpan().Fill(0); + voiceUpdateState.Fraction = 0; + voiceUpdateState.LoopContext = new Dsp.State.AdpcmLoopContext(); + } + + PlayState = Types.PlayState.Stopped; + WasPlaying = PreviousPlayState == Types.PlayState.Started; + + return WasPlaying; + + case Types.PlayState.Stopped: + case Types.PlayState.Paused: + foreach (ref WaveBuffer wavebuffer in WaveBuffers.ToSpan()) + { + wavebuffer.BufferAddressInfo.GetReference(true); + wavebuffer.ContextAddressInfo.GetReference(true); + } + + if (SampleFormat == SampleFormat.Adpcm) + { + if (DataSourceStateAddressInfo.CpuAddress != 0) + { + DataSourceStateAddressInfo.GetReference(true); + } + } + + WasPlaying = PreviousPlayState == Types.PlayState.Started; + + return WasPlaying; + default: + throw new NotImplementedException($"{PlayState}"); + } + } + + /// <summary> + /// Update the internal state for command generation. + /// </summary> + /// <param name="context">The voice context.</param> + /// <returns>Return true if this voice should be played.</returns> + public bool UpdateForCommandGeneration(VoiceContext context) + { + if (IsNew) + { + ResetResources(context); + PreviousVolume = Volume; + IsNew = false; + } + + Memory<VoiceUpdateState>[] voiceUpdateStates = new Memory<VoiceUpdateState>[RendererConstants.VoiceChannelCountMax]; + + for (int i = 0; i < ChannelsCount; i++) + { + voiceUpdateStates[i] = context.GetUpdateStateForDsp(ChannelResourceIds[i]); + } + + return UpdateParametersForCommandGeneration(voiceUpdateStates); + } + } +} |