Ryujinx/Ryujinx.Audio/Renderers/SoundIo/SoundIoAudioOut.cs

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C#
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Implement libsoundio as an alternative audio backend (#406) * Audio: Implement libsoundio as an alternative audio backend libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound. * Audio: Fix SoundIoRingBuffer documentation * Audio: Unroll and optimize the audio write callback Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample. * Audio: Optimize the write callback further This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned. This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size. * Audio: Fix typo in Stereo write callback * Audio: Fix Surround (5.1) audio write callback * Audio: Update Documentation * Audio: Use built-in Unsafe.SizeOf<T>() Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area. * Audio: Keep fixed buffer style consistent * Audio: Address styling nits * Audio: More style nits * Audio: Add additional documentation * Audio: Move libsoundio bindings internal As per discussion, moving the libsoundio native bindings into Ryujinx.Audio * Audio: Bump Target Framework back up to .NET Core 2.1 * Audio: Remove voice mixing optimizations. Leaves Saturation optimizations in place.
2018-11-14 18:22:50 -08:00
using Ryujinx.Audio.SoundIo;
using SoundIOSharp;
using System.Collections.Generic;
namespace Ryujinx.Audio
{
/// <summary>
/// An audio renderer that uses libsoundio as the audio backend
/// </summary>
public class SoundIoAudioOut : IAalOutput
{
/// <summary>
/// The maximum amount of tracks we can issue simultaneously
/// </summary>
private const int MaximumTracks = 256;
/// <summary>
/// The <see cref="SoundIO"/> audio context
/// </summary>
private SoundIO m_AudioContext;
/// <summary>
/// The <see cref="SoundIODevice"/> audio device
/// </summary>
private SoundIODevice m_AudioDevice;
/// <summary>
/// An object pool containing <see cref="SoundIoAudioTrack"/> objects
/// </summary>
private SoundIoAudioTrackPool m_TrackPool;
/// <summary>
/// True if SoundIO is supported on the device.
/// </summary>
public static bool IsSupported
{
get
{
SoundIO context = null;
SoundIODevice device = null;
SoundIOOutStream stream = null;
bool backendDisconnected = false;
try
{
context = new SoundIO();
context.OnBackendDisconnect = (i) => {
backendDisconnected = true;
};
context.Connect();
context.FlushEvents();
if(backendDisconnected)
{
return false;
}
device = context.GetOutputDevice(context.DefaultOutputDeviceIndex);
if(device == null || backendDisconnected)
{
return false;
}
stream = device.CreateOutStream();
if(stream == null || backendDisconnected)
{
return false;
}
return true;
}
catch
{
return false;
}
finally
{
if(stream != null)
{
stream.Dispose();
}
if(context != null)
{
context.Dispose();
}
}
}
}
Implement libsoundio as an alternative audio backend (#406) * Audio: Implement libsoundio as an alternative audio backend libsoundio will be preferred over OpenAL if it is available on the machine. If neither are available, it will fallback to a dummy audio renderer that outputs no sound. * Audio: Fix SoundIoRingBuffer documentation * Audio: Unroll and optimize the audio write callback Copying one sample at a time is slow, this unrolls the most common audio channel layouts and manually copies the bytes between source and destination. This is over 2x faster than calling CopyBlockUnaligned every sample. * Audio: Optimize the write callback further This dramatically reduces the audio buffer copy time. When the sample size is one of handled sample sizes the buffer copy operation is almost 10x faster than CopyBlockAligned. This works by copying full samples at a time, rather than the individual bytes that make up the sample. This allows for 2x or 4x faster copy operations depending on sample size. * Audio: Fix typo in Stereo write callback * Audio: Fix Surround (5.1) audio write callback * Audio: Update Documentation * Audio: Use built-in Unsafe.SizeOf<T>() Built-in `SizeOf<T>()` is 10x faster than our `TypeSize<T>` helper. This also helps reduce code surface area. * Audio: Keep fixed buffer style consistent * Audio: Address styling nits * Audio: More style nits * Audio: Add additional documentation * Audio: Move libsoundio bindings internal As per discussion, moving the libsoundio native bindings into Ryujinx.Audio * Audio: Bump Target Framework back up to .NET Core 2.1 * Audio: Remove voice mixing optimizations. Leaves Saturation optimizations in place.
2018-11-14 18:22:50 -08:00
/// <summary>
/// Constructs a new instance of a <see cref="SoundIoAudioOut"/>
/// </summary>
public SoundIoAudioOut()
{
m_AudioContext = new SoundIO();
m_AudioContext.Connect();
m_AudioContext.FlushEvents();
m_AudioDevice = m_AudioContext.GetOutputDevice(m_AudioContext.DefaultOutputDeviceIndex);
m_TrackPool = new SoundIoAudioTrackPool(m_AudioContext, m_AudioDevice, MaximumTracks);
}
/// <summary>
/// Gets the current playback state of the specified track
/// </summary>
/// <param name="trackId">The track to retrieve the playback state for</param>
public PlaybackState GetState(int trackId)
{
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.State;
}
return PlaybackState.Stopped;
}
/// <summary>
/// Creates a new audio track with the specified parameters
/// </summary>
/// <param name="sampleRate">The requested sample rate</param>
/// <param name="channels">The requested channels</param>
/// <param name="callback">A <see cref="ReleaseCallback" /> that represents the delegate to invoke when a buffer has been released by the audio track</param>
/// <returns>The created track's Track ID</returns>
public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
{
if (!m_TrackPool.TryGet(out SoundIoAudioTrack track))
{
return -1;
}
// Open the output. We currently only support 16-bit signed LE
track.Open(sampleRate, channels, callback, SoundIOFormat.S16LE);
return track.TrackID;
}
/// <summary>
/// Stops playback and closes the track specified by <paramref name="trackId"/>
/// </summary>
/// <param name="trackId">The ID of the track to close</param>
public void CloseTrack(int trackId)
{
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
// Close and dispose of the track
track.Close();
// Recycle the track back into the pool
m_TrackPool.Put(track);
}
}
/// <summary>
/// Starts playback
/// </summary>
/// <param name="trackId">The ID of the track to start playback on</param>
public void Start(int trackId)
{
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
track.Start();
}
}
/// <summary>
/// Stops playback
/// </summary>
/// <param name="trackId">The ID of the track to stop playback on</param>
public void Stop(int trackId)
{
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
track.Stop();
}
}
/// <summary>
/// Appends an audio buffer to the specified track
/// </summary>
/// <typeparam name="T">The sample type of the buffer</typeparam>
/// <param name="trackId">The track to append the buffer to</param>
/// <param name="bufferTag">The internal tag of the buffer</param>
/// <param name="buffer">The buffer to append to the track</param>
public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer)
where T : struct
{
if(m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
track.AppendBuffer(bufferTag, buffer);
}
}
/// <summary>
/// Returns a value indicating whether the specified buffer is currently reserved by the specified track
/// </summary>
/// <param name="trackId">The track to check</param>
/// <param name="bufferTag">The buffer tag to check</param>
public bool ContainsBuffer(int trackId, long bufferTag)
{
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.ContainsBuffer(bufferTag);
}
return false;
}
/// <summary>
/// Gets a list of buffer tags the specified track is no longer reserving
/// </summary>
/// <param name="trackId">The track to retrieve buffer tags from</param>
/// <param name="maxCount">The maximum amount of buffer tags to retrieve</param>
/// <returns>Buffers released by the specified track</returns>
public long[] GetReleasedBuffers(int trackId, int maxCount)
{
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
List<long> bufferTags = new List<long>();
while(maxCount-- > 0 && track.ReleasedBuffers.TryDequeue(out long tag))
{
bufferTags.Add(tag);
}
return bufferTags.ToArray();
}
return new long[0];
}
/// <summary>
/// Releases the unmanaged resources used by the <see cref="SoundIoAudioOut" />
/// </summary>
public void Dispose()
{
m_TrackPool.Dispose();
m_AudioContext.Disconnect();
m_AudioContext.Dispose();
}
}
}