Haydn: Part 1 (#2007)
* Haydn: Part 1 Based on my reverse of audio 11.0.0. As always, core implementation under LGPLv3 for the same reasons as for Amadeus. This place the bases of a more flexible audio system while making audout & audin accurate. This have the following improvements: - Complete reimplementation of audout and audin. - Audin currently only have a dummy backend. - Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL). - Audio Renderer now can output to 5.1 devices when supported. - Audio Renderer init its backend on demand instead of keeping two up all the time. - All backends implementation are now in their own project. - Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this. As a note, games having issues with OpenAL haven't improved and will not because of OpenAL design (stopping when buffers finish playing causing possible audio "pops" when buffers are very small). * Update for latest hexkyz's edits on Switchbrew * audren: Rollback channel configuration changes * Address gdkchan's comments * Fix typo in OpenAL backend driver * Address last comments * Fix a nit * Address gdkchan's comments
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137
Ryujinx.Audio/AudioManager.cs
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Ryujinx.Audio/AudioManager.cs
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//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using System;
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using System.Threading;
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namespace Ryujinx.Audio
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{
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/// <summary>
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/// Manage audio input and output system.
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/// </summary>
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public class AudioManager : IDisposable
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{
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/// <summary>
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/// Lock used to control the waiters registration.
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/// </summary>
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private object _lock = new object();
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/// <summary>
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/// Events signaled when the driver played audio buffers.
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/// </summary>
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private ManualResetEvent[] _updateRequiredEvents;
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/// <summary>
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/// Action to execute when the driver played audio buffers.
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/// </summary>
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private Action[] _actions;
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/// <summary>
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/// The worker thread in charge of handling sessions update.
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/// </summary>
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private Thread _workerThread;
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/// <summary>
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/// Create a new <see cref="AudioManager"/>.
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/// </summary>
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public AudioManager()
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{
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_updateRequiredEvents = new ManualResetEvent[2];
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_actions = new Action[2];
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// Termination event.
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_updateRequiredEvents[1] = new ManualResetEvent(false);
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_workerThread = new Thread(Update)
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{
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Name = "AudioManager.Worker"
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};
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}
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/// <summary>
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/// Start the <see cref="AudioManager"/>.
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/// </summary>
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public void Start()
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{
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if (_workerThread.IsAlive)
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{
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throw new InvalidOperationException();
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}
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_workerThread.Start();
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}
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/// <summary>
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/// Initialize update handlers.
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/// </summary>
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/// <param name="updatedRequiredEvent ">The driver event that will get signaled by the device driver when an audio buffer finished playing/being captured</param>
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/// <param name="outputCallback">The callback to call when an audio buffer finished playing</param>
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/// <param name="inputCallback">The callback to call when an audio buffer was captured</param>
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public void Initialize(ManualResetEvent updatedRequiredEvent, Action outputCallback, Action inputCallback)
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{
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lock (_lock)
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{
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_updateRequiredEvents[0] = updatedRequiredEvent;
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_actions[0] = outputCallback;
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_actions[1] = inputCallback;
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}
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}
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/// <summary>
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/// Entrypoint of the <see cref="_workerThread"/> in charge of updating the <see cref="AudioManager"/>.
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/// </summary>
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private void Update()
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{
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while (true)
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{
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int index = WaitHandle.WaitAny(_updateRequiredEvents);
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// Last index is here to indicate thread termination.
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if (index + 1 == _updateRequiredEvents.Length)
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{
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break;
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}
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lock (_lock)
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{
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foreach (Action action in _actions)
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{
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action?.Invoke();
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}
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_updateRequiredEvents[0].Reset();
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}
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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_updateRequiredEvents[1].Set();
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_workerThread.Join();
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_updateRequiredEvents[1].Dispose();
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}
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}
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}
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}
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