using System;
using System.Threading;
namespace Ryujinx.Audio
{
///
/// Manage audio input and output system.
///
public class AudioManager : IDisposable
{
///
/// Lock used to control the waiters registration.
///
private readonly object _lock = new();
///
/// Events signaled when the driver played audio buffers.
///
private readonly ManualResetEvent[] _updateRequiredEvents;
///
/// Action to execute when the driver played audio buffers.
///
private readonly Action[] _actions;
///
/// The worker thread in charge of handling sessions update.
///
private readonly Thread _workerThread;
private bool _isRunning;
///
/// Create a new .
///
public AudioManager()
{
_updateRequiredEvents = new ManualResetEvent[2];
_actions = new Action[2];
_isRunning = false;
// Termination event.
_updateRequiredEvents[1] = new ManualResetEvent(false);
_workerThread = new Thread(Update)
{
Name = "AudioManager.Worker",
};
}
///
/// Start the .
///
public void Start()
{
if (_workerThread.IsAlive)
{
throw new InvalidOperationException();
}
_isRunning = true;
_workerThread.Start();
}
///
/// Initialize update handlers.
///
/// The driver event that will get signaled by the device driver when an audio buffer finished playing/being captured
/// The callback to call when an audio buffer finished playing
/// The callback to call when an audio buffer was captured
public void Initialize(ManualResetEvent updatedRequiredEvent, Action outputCallback, Action inputCallback)
{
lock (_lock)
{
_updateRequiredEvents[0] = updatedRequiredEvent;
_actions[0] = outputCallback;
_actions[1] = inputCallback;
}
}
///
/// Entrypoint of the in charge of updating the .
///
private void Update()
{
while (_isRunning)
{
int index = WaitHandle.WaitAny(_updateRequiredEvents);
// Last index is here to indicate thread termination.
if (index + 1 == _updateRequiredEvents.Length)
{
break;
}
lock (_lock)
{
foreach (Action action in _actions)
{
action?.Invoke();
}
_updateRequiredEvents[0].Reset();
}
}
}
///
/// Stop updating the without stopping the worker thread.
///
public void StopUpdates()
{
_isRunning = false;
}
public void Dispose()
{
GC.SuppressFinalize(this);
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_updateRequiredEvents[1].Set();
_workerThread.Join();
_updateRequiredEvents[1].Dispose();
}
}
}
}