audout:u: Implement SetAudioOutVolume and GetAudioOutVolume (#781)

* audout:u: Implement SetAudioOutVolume and GetAudioOutVolume

- Implementation of `audout:u` SetAudioOutVolume and GetAudioOutVolume (checked with RE).
- Add Get and Set for Volume into audio backends.
- Cleanup of all audio backends to follow the `IAalOutput` structure and .NET standard.
- Split OpenAL backend into 2 files for consistency.

* Address comments

* Fix the volume calculation
This commit is contained in:
Ac_K 2019-10-11 17:54:29 +02:00 committed by Thomas Guillemard
parent 4210fe2b7b
commit c17e1f99f0
6 changed files with 482 additions and 325 deletions

View file

@ -2,7 +2,6 @@ using OpenTK.Audio;
using OpenTK.Audio.OpenAL;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Threading;
@ -13,174 +12,43 @@ namespace Ryujinx.Audio
/// </summary>
public class OpenALAudioOut : IAalOutput, IDisposable
{
/// <summary>
/// The maximum amount of tracks we can issue simultaneously
/// </summary>
private const int MaxTracks = 256;
private const int MaxReleased = 32;
private AudioContext Context;
private class Track : IDisposable
{
public int SourceId { get; private set; }
public int SampleRate { get; private set; }
public ALFormat Format { get; private set; }
private ReleaseCallback Callback;
public PlaybackState State { get; set; }
private ConcurrentDictionary<long, int> Buffers;
private Queue<long> QueuedTagsQueue;
private Queue<long> ReleasedTagsQueue;
private bool Disposed;
public Track(int SampleRate, ALFormat Format, ReleaseCallback Callback)
{
this.SampleRate = SampleRate;
this.Format = Format;
this.Callback = Callback;
State = PlaybackState.Stopped;
SourceId = AL.GenSource();
Buffers = new ConcurrentDictionary<long, int>();
QueuedTagsQueue = new Queue<long>();
ReleasedTagsQueue = new Queue<long>();
}
public bool ContainsBuffer(long Tag)
{
foreach (long QueuedTag in QueuedTagsQueue)
{
if (QueuedTag == Tag)
{
return true;
}
}
return false;
}
public long[] GetReleasedBuffers(int Count)
{
AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int ReleasedCount);
ReleasedCount += ReleasedTagsQueue.Count;
if (Count > ReleasedCount)
{
Count = ReleasedCount;
}
List<long> Tags = new List<long>();
while (Count-- > 0 && ReleasedTagsQueue.TryDequeue(out long Tag))
{
Tags.Add(Tag);
}
while (Count-- > 0 && QueuedTagsQueue.TryDequeue(out long Tag))
{
AL.SourceUnqueueBuffers(SourceId, 1);
Tags.Add(Tag);
}
return Tags.ToArray();
}
public int AppendBuffer(long Tag)
{
if (Disposed)
{
throw new ObjectDisposedException(nameof(Track));
}
int Id = AL.GenBuffer();
Buffers.AddOrUpdate(Tag, Id, (Key, OldId) =>
{
AL.DeleteBuffer(OldId);
return Id;
});
QueuedTagsQueue.Enqueue(Tag);
return Id;
}
public void CallReleaseCallbackIfNeeded()
{
AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int ReleasedCount);
if (ReleasedCount > 0)
{
// If we signal, then we also need to have released buffers available
// to return when GetReleasedBuffers is called.
// If playback needs to be re-started due to all buffers being processed,
// then OpenAL zeros the counts (ReleasedCount), so we keep it on the queue.
while (ReleasedCount-- > 0 && QueuedTagsQueue.TryDequeue(out long Tag))
{
AL.SourceUnqueueBuffers(SourceId, 1);
ReleasedTagsQueue.Enqueue(Tag);
}
Callback();
}
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing && !Disposed)
{
Disposed = true;
AL.DeleteSource(SourceId);
foreach (int Id in Buffers.Values)
{
AL.DeleteBuffer(Id);
}
}
}
}
private ConcurrentDictionary<int, Track> Tracks;
private Thread AudioPollerThread;
private bool KeepPolling;
public OpenALAudioOut()
{
Context = new AudioContext();
Tracks = new ConcurrentDictionary<int, Track>();
KeepPolling = true;
AudioPollerThread = new Thread(AudioPollerWork);
AudioPollerThread.Start();
}
/// <summary>
/// The <see cref="OpenTK.Audio"/> audio context
/// </summary>
private AudioContext _context;
/// <summary>
/// True if OpenAL is supported on the device.
/// An object pool containing <see cref="OpenALAudioTrack"/> objects
/// </summary>
private ConcurrentDictionary<int, OpenALAudioTrack> _tracks;
/// <summary>
/// True if the thread need to keep polling
/// </summary>
private bool _keepPolling;
/// <summary>
/// The poller thread audio context
/// </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>
public static bool IsSupported
{
@ -197,157 +65,232 @@ namespace Ryujinx.Audio
}
}
public OpenALAudioOut()
{
_context = new AudioContext();
_tracks = new ConcurrentDictionary<int, OpenALAudioTrack>();
_keepPolling = true;
_audioPollerThread = new Thread(AudioPollerWork);
_audioPollerThread.Start();
}
private void AudioPollerWork()
{
do
{
foreach (Track Td in Tracks.Values)
foreach (OpenALAudioTrack track in _tracks.Values)
{
lock (Td)
lock (track)
{
Td.CallReleaseCallbackIfNeeded();
track.CallReleaseCallbackIfNeeded();
}
}
// If it's not slept it will waste cycles.
Thread.Sleep(10);
}
while (KeepPolling);
while (_keepPolling);
foreach (Track Td in Tracks.Values)
foreach (OpenALAudioTrack track in _tracks.Values)
{
Td.Dispose();
track.Dispose();
}
Tracks.Clear();
_tracks.Clear();
}
public int OpenTrack(int SampleRate, int Channels, ReleaseCallback Callback)
/// <summary>
/// Creates a new audio track with the specified parameters
/// </summary>
/// <param name="sampleRate">The requested sample rate</param>
/// <param name="channels">The requested channels</param>
/// <param name="callback">A <see cref="ReleaseCallback" /> that represents the delegate to invoke when a buffer has been released by the audio track</param>
public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
{
Track Td = new Track(SampleRate, GetALFormat(Channels), Callback);
OpenALAudioTrack track = new OpenALAudioTrack(sampleRate, GetALFormat(channels), callback);
for (int Id = 0; Id < MaxTracks; Id++)
for (int id = 0; id < MaxTracks; id++)
{
if (Tracks.TryAdd(Id, Td))
if (_tracks.TryAdd(id, track))
{
return Id;
return id;
}
}
return -1;
}
private ALFormat GetALFormat(int Channels)
private ALFormat GetALFormat(int channels)
{
switch (Channels)
switch (channels)
{
case 1: return ALFormat.Mono16;
case 2: return ALFormat.Stereo16;
case 6: return ALFormat.Multi51Chn16Ext;
}
throw new ArgumentOutOfRangeException(nameof(Channels));
throw new ArgumentOutOfRangeException(nameof(channels));
}
public void CloseTrack(int Track)
/// <summary>
/// Stops playback and closes the track specified by <paramref name="trackId"/>
/// </summary>
/// <param name="trackId">The ID of the track to close</param>
public void CloseTrack(int trackId)
{
if (Tracks.TryRemove(Track, out Track Td))
if (_tracks.TryRemove(trackId, out OpenALAudioTrack track))
{
lock (Td)
lock (track)
{
Td.Dispose();
track.Dispose();
}
}
}
public bool ContainsBuffer(int Track, long Tag)
/// <summary>
/// Returns a value indicating whether the specified buffer is currently reserved by the specified track
/// </summary>
/// <param name="trackId">The track to check</param>
/// <param name="bufferTag">The buffer tag to check</param>
public bool ContainsBuffer(int trackId, long bufferTag)
{
if (Tracks.TryGetValue(Track, out Track Td))
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (Td)
lock (track)
{
return Td.ContainsBuffer(Tag);
return track.ContainsBuffer(bufferTag);
}
}
return false;
}
public long[] GetReleasedBuffers(int Track, int MaxCount)
/// <summary>
/// Gets a list of buffer tags the specified track is no longer reserving
/// </summary>
/// <param name="trackId">The track to retrieve buffer tags from</param>
/// <param name="maxCount">The maximum amount of buffer tags to retrieve</param>
/// <returns>Buffers released by the specified track</returns>
public long[] GetReleasedBuffers(int trackId, int maxCount)
{
if (Tracks.TryGetValue(Track, out Track Td))
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (Td)
lock (track)
{
return Td.GetReleasedBuffers(MaxCount);
return track.GetReleasedBuffers(maxCount);
}
}
return null;
}
public void AppendBuffer<T>(int Track, long Tag, T[] Buffer) where T : struct
/// <summary>
/// Appends an audio buffer to the specified track
/// </summary>
/// <typeparam name="T">The sample type of the buffer</typeparam>
/// <param name="trackId">The track to append the buffer to</param>
/// <param name="bufferTag">The internal tag of the buffer</param>
/// <param name="buffer">The buffer to append to the track</param>
public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct
{
if (Tracks.TryGetValue(Track, out Track Td))
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (Td)
lock (track)
{
int BufferId = Td.AppendBuffer(Tag);
int bufferId = track.AppendBuffer(bufferTag);
int Size = Buffer.Length * Marshal.SizeOf<T>();
int size = buffer.Length * Marshal.SizeOf<T>();
AL.BufferData<T>(BufferId, Td.Format, Buffer, Size, Td.SampleRate);
AL.BufferData(bufferId, track.Format, buffer, size, track.SampleRate);
AL.SourceQueueBuffer(Td.SourceId, BufferId);
AL.SourceQueueBuffer(track.SourceId, bufferId);
StartPlaybackIfNeeded(Td);
StartPlaybackIfNeeded(track);
}
}
}
public void Start(int Track)
/// <summary>
/// Starts playback
/// </summary>
/// <param name="trackId">The ID of the track to start playback on</param>
public void Start(int trackId)
{
if (Tracks.TryGetValue(Track, out Track Td))
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (Td)
lock (track)
{
Td.State = PlaybackState.Playing;
track.State = PlaybackState.Playing;
StartPlaybackIfNeeded(Td);
StartPlaybackIfNeeded(track);
}
}
}
private void StartPlaybackIfNeeded(Track Td)
private void StartPlaybackIfNeeded(OpenALAudioTrack track)
{
AL.GetSource(Td.SourceId, ALGetSourcei.SourceState, out int StateInt);
AL.GetSource(track.SourceId, ALGetSourcei.SourceState, out int stateInt);
ALSourceState State = (ALSourceState)StateInt;
ALSourceState State = (ALSourceState)stateInt;
if (State != ALSourceState.Playing && Td.State == PlaybackState.Playing)
if (State != ALSourceState.Playing && track.State == PlaybackState.Playing)
{
AL.SourcePlay(Td.SourceId);
if (_volumeChanged)
{
AL.Source(track.SourceId, ALSourcef.Gain, _volume);
_volumeChanged = false;
}
AL.SourcePlay(track.SourceId);
}
}
public void Stop(int Track)
/// <summary>
/// Stops playback
/// </summary>
/// <param name="trackId">The ID of the track to stop playback on</param>
public void Stop(int trackId)
{
if (Tracks.TryGetValue(Track, out Track Td))
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (Td)
lock (track)
{
Td.State = PlaybackState.Stopped;
track.State = PlaybackState.Stopped;
AL.SourceStop(Td.SourceId);
AL.SourceStop(track.SourceId);
}
}
}
public PlaybackState GetState(int Track)
/// <summary>
/// Get playback volume
/// </summary>
public float GetVolume() => _volume;
/// <summary>
/// Set playback volume
/// </summary>
/// <param name="volume">The volume of the playback</param>
public void SetVolume(float volume)
{
if (Tracks.TryGetValue(Track, out Track Td))
if (!_volumeChanged)
{
return Td.State;
_volume = volume;
_volumeChanged = true;
}
}
/// <summary>
/// Gets the current playback state of the specified track
/// </summary>
/// <param name="trackId">The track to retrieve the playback state for</param>
public PlaybackState GetState(int trackId)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
return track.State;
}
return PlaybackState.Stopped;
@ -358,11 +301,11 @@ namespace Ryujinx.Audio
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
protected virtual void Dispose(bool disposing)
{
if (Disposing)
if (disposing)
{
KeepPolling = false;
_keepPolling = false;
}
}
}