audout: Implement and fix some calls (#1725)

* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers

This PR implement audout service calls:
- GetAudioOutBufferCount
- GetAudioOutPlayedSampleCount
- FlushAudioOutBuffers

The RE calls just give some hints about no extra checks.
Since we use a totally different implementation because of our backend, I can't do something better for now.

SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong.

This fix #1133, fix #1258 and fix #1519.

Thanks to @jduncanator for this help during the implementation and all his precious advices.

* Fix some debug leftovers

* Address jD feedback
This commit is contained in:
Ac_K 2020-11-20 21:59:01 +01:00 committed by GitHub
parent 9493cdfe55
commit 57c4e6ef21
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7 changed files with 254 additions and 63 deletions

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@ -37,16 +37,6 @@ namespace Ryujinx.Audio
/// </summary>
private Thread _audioPollerThread;
/// <summary>
/// The volume of audio renderer
/// </summary>
private float _volume = 1.0f;
/// <summary>
/// True if the volume of audio renderer have changed
/// </summary>
private bool _volumeChanged;
/// <summary>
/// True if OpenAL is supported on the device
/// </summary>
@ -248,6 +238,8 @@ namespace Ryujinx.Audio
AL.SourceQueueBuffer(track.SourceId, bufferId);
StartPlaybackIfNeeded(track);
track.PlayedSampleCount += (ulong)buffer.Length;
}
}
}
@ -277,13 +269,6 @@ namespace Ryujinx.Audio
if (State != ALSourceState.Playing && track.State == PlaybackState.Playing)
{
if (_volumeChanged)
{
AL.Source(track.SourceId, ALSourcef.Gain, _volume);
_volumeChanged = false;
}
AL.SourcePlay(track.SourceId);
}
}
@ -306,21 +291,87 @@ namespace Ryujinx.Audio
}
/// <summary>
/// Get playback volume
/// Get track buffer count
/// </summary>
public float GetVolume() => _volume;
/// <param name="trackId">The ID of the track to get buffer count</param>
public uint GetBufferCount(int trackId)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
return track.BufferCount;
}
}
return 0;
}
/// <summary>
/// Set playback volume
/// Get track played sample count
/// </summary>
/// <param name="volume">The volume of the playback</param>
public void SetVolume(float volume)
/// <param name="trackId">The ID of the track to get played sample count</param>
public ulong GetPlayedSampleCount(int trackId)
{
if (!_volumeChanged)
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
_volume = volume;
_volumeChanged = true;
lock (track)
{
return track.PlayedSampleCount;
}
}
return 0;
}
/// <summary>
/// Flush all track buffers
/// </summary>
/// <param name="trackId">The ID of the track to flush</param>
public bool FlushBuffers(int trackId)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
track.FlushBuffers();
}
}
return false;
}
/// <summary>
/// Set track volume
/// </summary>
/// <param name="trackId">The ID of the track to set volume</param>
/// <param name="volume">The volume of the track</param>
public void SetVolume(int trackId, float volume)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
track.SetVolume(volume);
}
}
}
/// <summary>
/// Get track volume
/// </summary>
/// <param name="trackId">The ID of the track to get volume</param>
public float GetVolume(int trackId)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
return track.Volume;
}
}
return 1.0f;
}
/// <summary>