1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
|
using Ryujinx.Audio.Common;
using Ryujinx.Audio.Integration;
using System;
using System.Threading;
namespace Ryujinx.Audio.Input
{
/// <summary>
/// Audio input system.
/// </summary>
public class AudioInputSystem : IDisposable
{
/// <summary>
/// The session id associated to the <see cref="AudioInputSystem"/>.
/// </summary>
private int _sessionId;
/// <summary>
/// The session the <see cref="AudioInputSystem"/>.
/// </summary>
private AudioDeviceSession _session;
/// <summary>
/// The target device name of the <see cref="AudioInputSystem"/>.
/// </summary>
public string DeviceName { get; private set; }
/// <summary>
/// The target sample rate of the <see cref="AudioInputSystem"/>.
/// </summary>
public uint SampleRate { get; private set; }
/// <summary>
/// The target channel count of the <see cref="AudioInputSystem"/>.
/// </summary>
public uint ChannelCount { get; private set; }
/// <summary>
/// The target sample format of the <see cref="AudioInputSystem"/>.
/// </summary>
public SampleFormat SampleFormat { get; private set; }
/// <summary>
/// The <see cref="AudioInputManager"/> owning this.
/// </summary>
private AudioInputManager _manager;
/// <summary>
/// The lock of the parent.
/// </summary>
private object _parentLock;
/// <summary>
/// The dispose state.
/// </summary>
private int _disposeState;
/// <summary>
/// Create a new <see cref="AudioInputSystem"/>.
/// </summary>
/// <param name="manager">The manager instance</param>
/// <param name="parentLock">The lock of the manager</param>
/// <param name="deviceSession">The hardware device session</param>
/// <param name="bufferEvent">The buffer release event of the audio input</param>
public AudioInputSystem(AudioInputManager manager, object parentLock, IHardwareDeviceSession deviceSession, IWritableEvent bufferEvent)
{
_manager = manager;
_parentLock = parentLock;
_session = new AudioDeviceSession(deviceSession, bufferEvent);
}
/// <summary>
/// Get the default device name on the system.
/// </summary>
/// <returns>The default device name on the system.</returns>
private static string GetDeviceDefaultName()
{
return Constants.DefaultDeviceInputName;
}
/// <summary>
/// Check if a given configuration and device name is valid on the system.
/// </summary>
/// <param name="configuration">The configuration to check.</param>
/// <param name="deviceName">The device name to check.</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
private static ResultCode IsConfigurationValid(ref AudioInputConfiguration configuration, string deviceName)
{
if (deviceName.Length != 0 && !deviceName.Equals(GetDeviceDefaultName()))
{
return ResultCode.DeviceNotFound;
}
else if (configuration.SampleRate != 0 && configuration.SampleRate != Constants.TargetSampleRate)
{
return ResultCode.UnsupportedSampleRate;
}
else if (configuration.ChannelCount != 0 && configuration.ChannelCount != 1 && configuration.ChannelCount != 2 && configuration.ChannelCount != 6)
{
return ResultCode.UnsupportedChannelConfiguration;
}
return ResultCode.Success;
}
/// <summary>
/// Get the released buffer event.
/// </summary>
/// <returns>The released buffer event</returns>
public IWritableEvent RegisterBufferEvent()
{
lock (_parentLock)
{
return _session.GetBufferEvent();
}
}
/// <summary>
/// Update the <see cref="AudioInputSystem"/>.
/// </summary>
public void Update()
{
lock (_parentLock)
{
_session.Update();
}
}
/// <summary>
/// Get the id of this session.
/// </summary>
/// <returns>The id of this session</returns>
public int GetSessionId()
{
return _sessionId;
}
/// <summary>
/// Initialize the <see cref="AudioInputSystem"/>.
/// </summary>
/// <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="sessionId">The session id associated to this <see cref="AudioInputSystem"/></param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
public ResultCode Initialize(string inputDeviceName, SampleFormat sampleFormat, ref AudioInputConfiguration parameter, int sessionId)
{
_sessionId = sessionId;
ResultCode result = IsConfigurationValid(ref parameter, inputDeviceName);
if (result == ResultCode.Success)
{
if (inputDeviceName.Length == 0)
{
DeviceName = GetDeviceDefaultName();
}
else
{
DeviceName = inputDeviceName;
}
if (parameter.ChannelCount == 6)
{
ChannelCount = 6;
}
else
{
ChannelCount = 2;
}
SampleFormat = sampleFormat;
SampleRate = Constants.TargetSampleRate;
}
return result;
}
/// <summary>
/// Append a new audio buffer to the audio input.
/// </summary>
/// <param name="bufferTag">The unique tag of this buffer.</param>
/// <param name="userBuffer">The buffer informations.</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
public ResultCode AppendBuffer(ulong bufferTag, ref AudioUserBuffer userBuffer)
{
lock (_parentLock)
{
AudioBuffer buffer = new AudioBuffer
{
BufferTag = bufferTag,
DataPointer = userBuffer.Data,
DataSize = userBuffer.DataSize
};
if (_session.AppendBuffer(buffer))
{
return ResultCode.Success;
}
return ResultCode.BufferRingFull;
}
}
/// <summary>
/// Append a new audio buffer to the audio input.
/// </summary>
/// <remarks>This is broken by design, only added for completness.</remarks>
/// <param name="bufferTag">The unique tag of this buffer.</param>
/// <param name="userBuffer">The buffer informations.</param>
/// <param name="handle">Some unknown handle.</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
public ResultCode AppendUacBuffer(ulong bufferTag, ref AudioUserBuffer userBuffer, uint handle)
{
lock (_parentLock)
{
AudioBuffer buffer = new AudioBuffer
{
BufferTag = bufferTag,
DataPointer = userBuffer.Data,
DataSize = userBuffer.DataSize
};
if (_session.AppendUacBuffer(buffer, handle))
{
return ResultCode.Success;
}
return ResultCode.BufferRingFull;
}
}
/// <summary>
/// Get the release buffers.
/// </summary>
/// <param name="releasedBuffers">The buffer to write the release buffers</param>
/// <param name="releasedCount">The count of released buffers</param>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success.</returns>
public ResultCode GetReleasedBuffers(Span<ulong> releasedBuffers, out uint releasedCount)
{
releasedCount = 0;
// Ensure that the first entry is set to zero if no entries are returned.
if (releasedBuffers.Length > 0)
{
releasedBuffers[0] = 0;
}
lock (_parentLock)
{
for (int i = 0; i < releasedBuffers.Length; i++)
{
if (!_session.TryPopReleasedBuffer(out AudioBuffer buffer))
{
break;
}
releasedBuffers[i] = buffer.BufferTag;
releasedCount++;
}
}
return ResultCode.Success;
}
/// <summary>
/// Get the current state of the <see cref="AudioInputSystem"/>.
/// </summary>
/// <returns>Return the curent sta\te of the <see cref="AudioInputSystem"/></returns>
public AudioDeviceState GetState()
{
lock (_parentLock)
{
return _session.GetState();
}
}
/// <summary>
/// Start the audio session.
/// </summary>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
public ResultCode Start()
{
lock (_parentLock)
{
return _session.Start();
}
}
/// <summary>
/// Stop the audio session.
/// </summary>
/// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
public ResultCode Stop()
{
lock (_parentLock)
{
return _session.Stop();
}
}
/// <summary>
/// Get the volume of the session.
/// </summary>
/// <returns>The volume of the session</returns>
public float GetVolume()
{
lock (_parentLock)
{
return _session.GetVolume();
}
}
/// <summary>
/// Set the volume of the session.
/// </summary>
/// <param name="volume">The new volume to set</param>
public void SetVolume(float volume)
{
lock (_parentLock)
{
_session.SetVolume(volume);
}
}
/// <summary>
/// Get the count of buffer currently in use (server + driver side).
/// </summary>
/// <returns>The count of buffer currently in use</returns>
public uint GetBufferCount()
{
lock (_parentLock)
{
return _session.GetBufferCount();
}
}
/// <summary>
/// Check if a buffer is present.
/// </summary>
/// <param name="bufferTag">The unique tag of the buffer</param>
/// <returns>Return true if a buffer is present</returns>
public bool ContainsBuffer(ulong bufferTag)
{
lock (_parentLock)
{
return _session.ContainsBuffer(bufferTag);
}
}
/// <summary>
/// Get the count of sample played in this session.
/// </summary>
/// <returns>The count of sample played in this session</returns>
public ulong GetPlayedSampleCount()
{
lock (_parentLock)
{
return _session.GetPlayedSampleCount();
}
}
/// <summary>
/// Flush all buffers to the initial state.
/// </summary>
/// <returns>True if any buffers was flushed</returns>
public bool FlushBuffers()
{
lock (_parentLock)
{
return _session.FlushBuffers();
}
}
public void Dispose()
{
if (Interlocked.CompareExchange(ref _disposeState, 1, 0) == 0)
{
Dispose(true);
}
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_session.Dispose();
_manager.Unregister(this);
}
}
}
}
|