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diff --git a/Ryujinx.Audio/Renderer/Common/VoiceUpdateState.cs b/Ryujinx.Audio/Renderer/Common/VoiceUpdateState.cs
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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.Renderer.Dsp.State;
+using Ryujinx.Common.Memory;
+using Ryujinx.Common.Utilities;
+using System;
+using System.Runtime.InteropServices;
+
+namespace Ryujinx.Audio.Renderer.Common
+{
+ /// <summary>
+ /// Represent the update state of a voice.
+ /// </summary>
+ /// <remarks>This is shared between the server and audio processor.</remarks>
+ [StructLayout(LayoutKind.Sequential, Pack = Align)]
+ public struct VoiceUpdateState
+ {
+ public const int Align = 0x10;
+ public const int BiquadStateOffset = 0x0;
+ public const int BiquadStateSize = 0x10;
+
+ /// <summary>
+ /// The state of the biquad filters of this voice.
+ /// </summary>
+ public Array2<BiquadFilterState> BiquadFilterState;
+
+ /// <summary>
+ /// The total amount of samples that was played.
+ /// </summary>
+ /// <remarks>This is reset to 0 when a <see cref="WaveBuffer"/> finishes playing and <see cref="WaveBuffer.IsEndOfStream"/> is set.</remarks>
+ /// <remarks>This is reset to 0 when looping while <see cref="Parameter.VoiceInParameter.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks>
+ public ulong PlayedSampleCount;
+
+ /// <summary>
+ /// The current sample offset in the <see cref="WaveBuffer"/> pointed by <see cref="WaveBufferIndex"/>.
+ /// </summary>
+ public int Offset;
+
+ /// <summary>
+ /// The current index of the <see cref="WaveBuffer"/> in use.
+ /// </summary>
+ public uint WaveBufferIndex;
+
+ private WaveBufferValidArray _isWaveBufferValid;
+
+ /// <summary>
+ /// The total amount of <see cref="WaveBuffer"/> consumed.
+ /// </summary>
+ public uint WaveBufferConsumed;
+
+ /// <summary>
+ /// Pitch used for Sample Rate Conversion.
+ /// </summary>
+ public Array8<short> Pitch;
+
+ public float Fraction;
+
+ /// <summary>
+ /// The ADPCM loop context when <see cref="SampleFormat.Adpcm"/> is in use.
+ /// </summary>
+ public AdpcmLoopContext LoopContext;
+
+ /// <summary>
+ /// The last samples after a mix ramp.
+ /// </summary>
+ /// <remarks>This is used for depop (to perform voice drop).</remarks>
+ public Array24<float> LastSamples;
+
+ /// <summary>
+ /// The current count of loop performed.
+ /// </summary>
+ public int LoopCount;
+
+ [StructLayout(LayoutKind.Sequential, Size = 1 * Constants.VoiceWaveBufferCount, Pack = 1)]
+ private struct WaveBufferValidArray { }
+
+ /// <summary>
+ /// Contains information of <see cref="WaveBuffer"/> validity.
+ /// </summary>
+ public Span<bool> IsWaveBufferValid => SpanHelpers.AsSpan<WaveBufferValidArray, bool>(ref _isWaveBufferValid);
+
+ /// <summary>
+ /// Mark the current <see cref="WaveBuffer"/> as played and switch to the next one.
+ /// </summary>
+ /// <param name="waveBuffer">The current <see cref="WaveBuffer"/></param>
+ /// <param name="waveBufferIndex">The wavebuffer index.</param>
+ /// <param name="waveBufferConsumed">The amount of wavebuffers consumed.</param>
+ /// <param name="playedSampleCount">The total count of sample played.</param>
+ public void MarkEndOfBufferWaveBufferProcessing(ref WaveBuffer waveBuffer, ref int waveBufferIndex, ref uint waveBufferConsumed, ref ulong playedSampleCount)
+ {
+ IsWaveBufferValid[waveBufferIndex++] = false;
+ LoopCount = 0;
+ waveBufferConsumed++;
+
+ if (waveBufferIndex >= Constants.VoiceWaveBufferCount)
+ {
+ waveBufferIndex = 0;
+ }
+
+ if (waveBuffer.IsEndOfStream)
+ {
+ playedSampleCount = 0;
+ }
+ }
+ }
+}