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;
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namespace Ryujinx.Audio.Renderer.Dsp.Effect
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{
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public class DelayLine : IDelayLine
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{
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private float[] _workBuffer;
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private uint _sampleRate;
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private uint _currentSampleIndex;
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private uint _lastSampleIndex;
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public uint CurrentSampleCount { get; private set; }
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public uint SampleCountMax { get; private set; }
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public DelayLine(uint sampleRate, float delayTimeMax)
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{
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_sampleRate = sampleRate;
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SampleCountMax = IDelayLine.GetSampleCount(_sampleRate, delayTimeMax);
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_workBuffer = new float[SampleCountMax];
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SetDelay(delayTimeMax);
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}
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private void ConfigureDelay(uint targetSampleCount)
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{
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CurrentSampleCount = Math.Min(SampleCountMax, targetSampleCount);
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_currentSampleIndex = 0;
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if (CurrentSampleCount == 0)
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{
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_lastSampleIndex = 0;
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}
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else
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{
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_lastSampleIndex = CurrentSampleCount - 1;
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}
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}
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public void SetDelay(float delayTime)
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{
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ConfigureDelay(IDelayLine.GetSampleCount(_sampleRate, delayTime));
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}
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public float Read()
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{
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return _workBuffer[_currentSampleIndex];
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}
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public float Update(float value)
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{
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float output = Read();
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_workBuffer[_currentSampleIndex++] = value;
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if (_currentSampleIndex >= _lastSampleIndex)
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{
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_currentSampleIndex = 0;
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}
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return output;
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}
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public float TapUnsafe(uint sampleIndex, int offset)
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{
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return IDelayLine.Tap(_workBuffer, (int)_currentSampleIndex, (int)sampleIndex + offset, (int)CurrentSampleCount);
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}
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public float Tap(uint sampleIndex)
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{
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if (sampleIndex >= CurrentSampleCount)
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{
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sampleIndex = CurrentSampleCount - 1;
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}
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return TapUnsafe(sampleIndex, -1);
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}
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}
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}
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