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
|
@ -1,82 +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.Diagnostics;
|
||||
|
||||
namespace Ryujinx.Audio.Renderer.Server.Effect
|
||||
{
|
||||
/// <summary>
|
||||
/// Effect context.
|
||||
/// </summary>
|
||||
public class EffectContext
|
||||
{
|
||||
/// <summary>
|
||||
/// Storage for <see cref="BaseEffect"/>.
|
||||
/// </summary>
|
||||
private BaseEffect[] _effects;
|
||||
|
||||
/// <summary>
|
||||
/// The total effect count.
|
||||
/// </summary>
|
||||
private uint _effectCount;
|
||||
|
||||
/// <summary>
|
||||
/// Create a new <see cref="EffectContext"/>.
|
||||
/// </summary>
|
||||
public EffectContext()
|
||||
{
|
||||
_effects = null;
|
||||
_effectCount = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the <see cref="EffectContext"/>.
|
||||
/// </summary>
|
||||
/// <param name="effectCount">The total effect count.</param>
|
||||
public void Initialize(uint effectCount)
|
||||
{
|
||||
_effectCount = effectCount;
|
||||
_effects = new BaseEffect[effectCount];
|
||||
|
||||
for (int i = 0; i < _effectCount; i++)
|
||||
{
|
||||
_effects[i] = new BaseEffect();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the total effect count.
|
||||
/// </summary>
|
||||
/// <returns>The total effect count.</returns>
|
||||
public uint GetCount()
|
||||
{
|
||||
return _effectCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.
|
||||
/// </summary>
|
||||
/// <param name="index">The index to use.</param>
|
||||
/// <returns>A reference to a <see cref="BaseEffect"/> at the given <paramref name="index"/>.</returns>
|
||||
public ref BaseEffect GetEffect(int index)
|
||||
{
|
||||
Debug.Assert(index >= 0 && index < _effectCount);
|
||||
|
||||
return ref _effects[index];
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue