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using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Audio
{
/// <summary>
/// A Dummy audio renderer that does not output any audio
/// </summary>
public class DummyAudioOut : IAalOutput
{
private int lastTrackId = 1;
private ConcurrentQueue<int> m_TrackIds;
private ConcurrentQueue<long> m_Buffers;
private ConcurrentDictionary<int, ReleaseCallback> m_ReleaseCallbacks;
public DummyAudioOut()
{
m_Buffers = new ConcurrentQueue<long>();
m_TrackIds = new ConcurrentQueue<int>();
m_ReleaseCallbacks = new ConcurrentDictionary<int, ReleaseCallback>();
}
/// <summary>
/// Dummy audio output is always available, Baka!
/// </summary>
public static bool IsSupported => true;
public PlaybackState GetState(int trackId) => PlaybackState.Stopped;
public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
{
int trackId;
if(!m_TrackIds.TryDequeue(out trackId))
{
trackId = ++lastTrackId;
}
m_ReleaseCallbacks[trackId] = callback;
return trackId;
}
public void CloseTrack(int trackId)
{
m_TrackIds.Enqueue(trackId);
m_ReleaseCallbacks.Remove(trackId, out _);
}
public void Start(int trackId) { }
public void Stop(int trackId) { }
public void AppendBuffer<T>(int trackID, long bufferTag, T[] buffer)
where T : struct
{
m_Buffers.Enqueue(bufferTag);
if(m_ReleaseCallbacks.TryGetValue(trackID, out var callback))
{
callback?.Invoke();
}
}
public long[] GetReleasedBuffers(int trackId, int maxCount)
{
List<long> bufferTags = new List<long>();
for (int i = 0; i < maxCount; i++)
{
if (!m_Buffers.TryDequeue(out long tag))
{
break;
}
bufferTags.Add(tag);
}
return bufferTags.ToArray();
}
public bool ContainsBuffer(int trackID, long bufferTag) => false;
public void Dispose()
{
m_Buffers.Clear();
}
}
}
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