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
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7 changed files with 254 additions and 63 deletions
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@ -37,16 +37,6 @@ namespace Ryujinx.Audio
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/// </summary>
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private Thread _audioPollerThread;
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/// <summary>
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/// The volume of audio renderer
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/// </summary>
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private float _volume = 1.0f;
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/// <summary>
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/// True if the volume of audio renderer have changed
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/// </summary>
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private bool _volumeChanged;
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/// <summary>
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/// True if OpenAL is supported on the device
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/// </summary>
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@ -248,6 +238,8 @@ namespace Ryujinx.Audio
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AL.SourceQueueBuffer(track.SourceId, bufferId);
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StartPlaybackIfNeeded(track);
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track.PlayedSampleCount += (ulong)buffer.Length;
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}
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}
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}
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@ -277,13 +269,6 @@ namespace Ryujinx.Audio
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if (State != ALSourceState.Playing && track.State == PlaybackState.Playing)
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{
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if (_volumeChanged)
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{
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AL.Source(track.SourceId, ALSourcef.Gain, _volume);
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_volumeChanged = false;
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}
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AL.SourcePlay(track.SourceId);
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}
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}
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@ -306,21 +291,87 @@ namespace Ryujinx.Audio
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}
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/// <summary>
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/// Get playback volume
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/// Get track buffer count
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/// </summary>
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public float GetVolume() => _volume;
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/// <param name="trackId">The ID of the track to get buffer count</param>
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public uint GetBufferCount(int trackId)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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return track.BufferCount;
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}
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}
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return 0;
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}
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/// <summary>
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/// Set playback volume
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/// Get track played sample count
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/// </summary>
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/// <param name="volume">The volume of the playback</param>
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public void SetVolume(float volume)
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/// <param name="trackId">The ID of the track to get played sample count</param>
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public ulong GetPlayedSampleCount(int trackId)
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{
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if (!_volumeChanged)
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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_volume = volume;
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_volumeChanged = true;
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lock (track)
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{
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return track.PlayedSampleCount;
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}
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}
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return 0;
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}
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/// <summary>
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/// Flush all track buffers
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/// </summary>
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/// <param name="trackId">The ID of the track to flush</param>
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public bool FlushBuffers(int trackId)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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track.FlushBuffers();
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}
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}
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return false;
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}
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/// <summary>
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/// Set track volume
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/// </summary>
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/// <param name="trackId">The ID of the track to set volume</param>
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/// <param name="volume">The volume of the track</param>
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public void SetVolume(int trackId, float volume)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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track.SetVolume(volume);
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}
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}
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}
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/// <summary>
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/// Get track volume
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/// </summary>
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/// <param name="trackId">The ID of the track to get volume</param>
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public float GetVolume(int trackId)
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{
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (track)
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{
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return track.Volume;
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}
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}
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return 1.0f;
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}
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/// <summary>
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