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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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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namespace SoundIOSharp
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{
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public struct SoundIOChannelLayout
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{
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public static int BuiltInCount
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{
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get { return Natives.soundio_channel_layout_builtin_count(); }
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}
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public static SoundIOChannelLayout GetBuiltIn(int index)
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{
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return new SoundIOChannelLayout(Natives.soundio_channel_layout_get_builtin(index));
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}
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public static SoundIOChannelLayout GetDefault(int channelCount)
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{
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var handle = Natives.soundio_channel_layout_get_default(channelCount);
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return new SoundIOChannelLayout (handle);
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}
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public static SoundIOChannelId ParseChannelId(string name)
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{
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var ptr = Marshal.StringToHGlobalAnsi(name);
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try
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{
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return (SoundIOChannelId)Natives.soundio_parse_channel_id(ptr, name.Length);
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}
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finally
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{
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Marshal.FreeHGlobal(ptr);
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}
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}
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// instance members
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internal SoundIOChannelLayout(Pointer<SoundIoChannelLayout> handle)
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{
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this.handle = handle;
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}
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readonly Pointer<SoundIoChannelLayout> handle;
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public bool IsNull
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{
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get { return handle.Handle == IntPtr.Zero; }
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}
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internal IntPtr Handle
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{
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get { return handle; }
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}
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public int ChannelCount
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{
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get { return IsNull ? 0 : Marshal.ReadInt32((IntPtr)handle + channel_count_offset); }
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}
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static readonly int channel_count_offset = (int)Marshal.OffsetOf<SoundIoChannelLayout>("channel_count");
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public string Name
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{
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get { return IsNull ? null : Marshal.PtrToStringAnsi(Marshal.ReadIntPtr((IntPtr)handle + name_offset)); }
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}
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static readonly int name_offset = (int)Marshal.OffsetOf<SoundIoChannelLayout>("name");
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public IEnumerable<SoundIOChannelId> Channels
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{
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get
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{
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if (IsNull) yield break;
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for (int i = 0; i < 24; i++)
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{
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yield return (SoundIOChannelId)Marshal.ReadInt32((IntPtr)handle + channels_offset + sizeof(SoundIoChannelId) * i);
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}
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}
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}
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static readonly int channels_offset = (int)Marshal.OffsetOf<SoundIoChannelLayout>("channels");
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public override bool Equals(object other)
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{
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if (!(other is SoundIOChannelLayout)) return false;
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var s = (SoundIOChannelLayout) other;
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return handle == s.handle || Natives.soundio_channel_layout_equal(handle, s.handle);
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}
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public override int GetHashCode()
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{
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return handle.GetHashCode();
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}
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public string DetectBuiltInName()
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{
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if (IsNull) throw new InvalidOperationException();
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return Natives.soundio_channel_layout_detect_builtin(handle) ? Name : null;
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}
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public int FindChannel(SoundIOChannelId channel)
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{
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if (IsNull) throw new InvalidOperationException();
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return Natives.soundio_channel_layout_find_channel(handle, (SoundIoChannelId)channel);
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}
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}
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}
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