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
This commit is contained in:
parent
1c49089ff0
commit
f556c80d02
249 changed files with 5614 additions and 2712 deletions
|
@ -1,60 +0,0 @@
|
|||
//
|
||||
// Copyright (c) 2019-2021 Ryujinx
|
||||
//
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU Lesser General Public License as published by
|
||||
// the Free Software Foundation, either version 3 of the License, or
|
||||
// (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU Lesser General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU Lesser General Public License
|
||||
// along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
//
|
||||
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Ryujinx.Audio.Renderer.Integration
|
||||
{
|
||||
/// <summary>
|
||||
/// Represent an hardware device used in <see cref="Dsp.Command.DeviceSinkCommand"/>
|
||||
/// </summary>
|
||||
public interface HardwareDevice : IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// Get the supported sample rate of this device.
|
||||
/// </summary>
|
||||
/// <returns>The supported sample rate of this device.</returns>
|
||||
uint GetSampleRate();
|
||||
|
||||
/// <summary>
|
||||
/// Get the channel count supported by this device.
|
||||
/// </summary>
|
||||
/// <returns>The channel count supported by this device.</returns>
|
||||
uint GetChannelCount();
|
||||
|
||||
/// <summary>
|
||||
/// Appends new PCM16 samples to the device.
|
||||
/// </summary>
|
||||
/// <param name="data">The new PCM16 samples.</param>
|
||||
/// <param name="channelCount">The number of channels.</param>
|
||||
void AppendBuffer(ReadOnlySpan<short> data, uint channelCount);
|
||||
|
||||
/// <summary>
|
||||
/// Check if the audio renderer needs to perform downmixing.
|
||||
/// </summary>
|
||||
/// <returns>True if downmixing is needed.</returns>
|
||||
public bool NeedDownmixing()
|
||||
{
|
||||
uint channelCount = GetChannelCount();
|
||||
|
||||
Debug.Assert(channelCount > 0 && channelCount <= RendererConstants.ChannelCountMax);
|
||||
|
||||
return channelCount != RendererConstants.ChannelCountMax;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue