Implement a "Pause Emulation" option & hotkey (#2428)
* Add a "Pause Emulation" option and hotkey Closes Ryujinx#1604 * Refactoring how pause is handled * Applied suggested changes from review * Applied suggested fixes * Pass correct suspend type to threads for suspend/resume * Fix NRE after stoping emulation * Removing SimulateWakeUpMessage call after resuming emulation * Skip suspending non game process * Pause the tickCounter in the ExecutionContext * Refactoring tickCounter pause/resume as suggested * Fix Config migration to add pause hotkey * Fixed pausing only application threads * Fix exiting emulator while paused * Avoid pause/resume while already paused/resumed * Cleanup unused code * Avoid restarting audio if stopping emulation while in pause. * Added suggested changes * Fix ConfigurationState
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21 changed files with 311 additions and 54 deletions
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@ -15,6 +15,7 @@ namespace Ryujinx.Audio.Backends.SoundIo
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private readonly SoundIO _audioContext;
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private readonly SoundIODevice _audioDevice;
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private readonly ManualResetEvent _updateRequiredEvent;
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private readonly ManualResetEvent _pauseEvent;
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private readonly ConcurrentDictionary<SoundIoHardwareDeviceSession, byte> _sessions;
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private int _disposeState;
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@ -22,6 +23,7 @@ namespace Ryujinx.Audio.Backends.SoundIo
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{
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_audioContext = new SoundIO();
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_updateRequiredEvent = new ManualResetEvent(false);
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_pauseEvent = new ManualResetEvent(true);
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_sessions = new ConcurrentDictionary<SoundIoHardwareDeviceSession, byte>();
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_audioContext.Connect();
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@ -123,6 +125,11 @@ namespace Ryujinx.Audio.Backends.SoundIo
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return _updateRequiredEvent;
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}
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public ManualResetEvent GetPauseEvent()
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{
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return _pauseEvent;
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}
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public IHardwareDeviceSession OpenDeviceSession(Direction direction, IVirtualMemoryManager memoryManager, SampleFormat sampleFormat, uint sampleRate, uint channelCount)
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{
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if (channelCount == 0)
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@ -218,6 +225,7 @@ namespace Ryujinx.Audio.Backends.SoundIo
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_audioContext.Disconnect();
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_audioContext.Dispose();
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_pauseEvent.Dispose();
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}
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}
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