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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//
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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.Runtime.InteropServices;
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using DspAddr = System.UInt64;
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namespace Ryujinx.Audio.Renderer.Common
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{
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/// <summary>
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/// A wavebuffer used for data source commands.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct WaveBuffer
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{
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/// <summary>
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/// The DSP address of the sample data of the wavebuffer.
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/// </summary>
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public DspAddr Buffer;
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/// <summary>
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/// The DSP address of the context of the wavebuffer.
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/// </summary>
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/// <remarks>Only used by <see cref="SampleFormat.Adpcm"/>.</remarks>
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public DspAddr Context;
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/// <summary>
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/// The size of the sample buffer data.
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/// </summary>
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public uint BufferSize;
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/// <summary>
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/// The size of the context buffer.
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/// </summary>
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public uint ContextSize;
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/// <summary>
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/// First sample to play on the wavebuffer.
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/// </summary>
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public uint StartSampleOffset;
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/// <summary>
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/// Last sample to play on the wavebuffer.
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/// </summary>
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public uint EndSampleOffset;
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/// <summary>
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/// First sample to play when looping the wavebuffer.
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/// </summary>
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/// <remarks>
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/// If <see cref="LoopStartSampleOffset"/> or <see cref="LoopEndSampleOffset"/> is equal to zero,, it will default to <see cref="StartSampleOffset"/> and <see cref="EndSampleOffset"/>.
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/// </remarks>
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public uint LoopStartSampleOffset;
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/// <summary>
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/// Last sample to play when looping the wavebuffer.
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/// </summary>
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/// <remarks>
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/// If <see cref="LoopStartSampleOffset"/> or <see cref="LoopEndSampleOffset"/> is equal to zero, it will default to <see cref="StartSampleOffset"/> and <see cref="EndSampleOffset"/>.
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/// </remarks>
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public uint LoopEndSampleOffset;
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/// <summary>
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/// The max loop count.
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/// </summary>
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public int LoopCount;
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/// <summary>
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/// Set to true if the wavebuffer is looping.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool Looping;
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/// <summary>
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/// Set to true if the wavebuffer is the end of stream.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsEndOfStream;
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/// <summary>
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/// Padding/Reserved.
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/// </summary>
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private ushort _padding;
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}
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}
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