Ryujinx/Ryujinx.Audio/Renderers/OpenAL/OpenALAudioOut.cs

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using OpenTK.Audio;
using OpenTK.Audio.OpenAL;
using System;
using System.Collections.Concurrent;
using System.Runtime.InteropServices;
using System.Threading;
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.
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namespace Ryujinx.Audio
{
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.
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/// <summary>
/// An audio renderer that uses OpenAL as the audio backend
/// </summary>
public class OpenALAudioOut : IAalOutput, IDisposable
{
/// <summary>
/// The maximum amount of tracks we can issue simultaneously
/// </summary>
private const int MaxTracks = 256;
/// <summary>
/// The <see cref="OpenTK.Audio"/> audio context
/// </summary>
private AudioContext _context;
/// <summary>
/// An object pool containing <see cref="OpenALAudioTrack"/> objects
/// </summary>
private ConcurrentDictionary<int, OpenALAudioTrack> _tracks;
/// <summary>
/// True if the thread need to keep polling
/// </summary>
private bool _keepPolling;
/// <summary>
/// The poller thread audio context
/// </summary>
private Thread _audioPollerThread;
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>
/// True if OpenAL is supported on the device
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>
public static bool IsSupported
{
get
{
try
{
return AudioContext.AvailableDevices.Count > 0;
}
catch
{
return false;
}
}
}
public OpenALAudioOut()
{
_context = new AudioContext();
_tracks = new ConcurrentDictionary<int, OpenALAudioTrack>();
_keepPolling = true;
_audioPollerThread = new Thread(AudioPollerWork)
{
Name = "Audio.PollerThread"
};
_audioPollerThread.Start();
}
private void AudioPollerWork()
{
do
{
foreach (OpenALAudioTrack track in _tracks.Values)
{
lock (track)
{
track.CallReleaseCallbackIfNeeded();
}
}
// If it's not slept it will waste cycles.
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Thread.Sleep(10);
}
while (_keepPolling);
foreach (OpenALAudioTrack track in _tracks.Values)
{
track.Dispose();
}
_tracks.Clear();
_context.Dispose();
}
public bool SupportsChannelCount(int channels)
{
// NOTE: OpenAL doesn't give us a way to know if the 5.1 setup is supported by hardware or actually emulated.
// TODO: find a way to determine hardware support.
return channels == 1 || channels == 2;
}
/// <summary>
/// Creates a new audio track with the specified parameters
/// </summary>
/// <param name="sampleRate">The requested sample rate</param>
/// <param name="hardwareChannels">The requested hardware channels</param>
/// <param name="virtualChannels">The requested virtual 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 OpenHardwareTrack(int sampleRate, int hardwareChannels, int virtualChannels, ReleaseCallback callback)
{
OpenALAudioTrack track = new OpenALAudioTrack(sampleRate, GetALFormat(hardwareChannels), hardwareChannels, virtualChannels, callback);
for (int id = 0; id < MaxTracks; id++)
{
if (_tracks.TryAdd(id, track))
{
return id;
}
}
return -1;
}
private ALFormat GetALFormat(int channels)
{
switch (channels)
{
case 1: return ALFormat.Mono16;
case 2: return ALFormat.Stereo16;
case 6: return ALFormat.Multi51Chn16Ext;
}
throw new ArgumentOutOfRangeException(nameof(channels));
}
/// <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 (_tracks.TryRemove(trackId, out OpenALAudioTrack track))
{
lock (track)
{
track.Dispose();
}
}
}
/// <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 (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (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 (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
return track.GetReleasedBuffers(maxCount);
}
}
return null;
}
/// <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 (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
int bufferId = track.AppendBuffer(bufferTag);
// Do we need to downmix?
if (track.HardwareChannels != track.VirtualChannels)
{
short[] downmixedBuffer;
ReadOnlySpan<short> bufferPCM16 = MemoryMarshal.Cast<T, short>(buffer);
if (track.VirtualChannels == 6)
{
downmixedBuffer = Downmixing.DownMixSurroundToStereo(bufferPCM16);
if (track.HardwareChannels == 1)
{
downmixedBuffer = Downmixing.DownMixStereoToMono(downmixedBuffer);
}
}
else if (track.VirtualChannels == 2)
{
downmixedBuffer = Downmixing.DownMixStereoToMono(bufferPCM16);
}
else
{
throw new NotImplementedException($"Downmixing from {track.VirtualChannels} to {track.HardwareChannels} not implemented!");
}
AL.BufferData(bufferId, track.Format, downmixedBuffer, downmixedBuffer.Length * sizeof(ushort), track.SampleRate);
}
else
{
AL.BufferData(bufferId, track.Format, buffer, buffer.Length * sizeof(ushort), track.SampleRate);
}
AL.SourceQueueBuffer(track.SourceId, bufferId);
StartPlaybackIfNeeded(track);
track.PlayedSampleCount += (ulong)buffer.Length;
}
}
}
/// <summary>
/// Starts playback
/// </summary>
/// <param name="trackId">The ID of the track to start playback on</param>
public void Start(int trackId)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
track.State = PlaybackState.Playing;
StartPlaybackIfNeeded(track);
}
}
}
private void StartPlaybackIfNeeded(OpenALAudioTrack track)
{
AL.GetSource(track.SourceId, ALGetSourcei.SourceState, out int stateInt);
ALSourceState State = (ALSourceState)stateInt;
if (State != ALSourceState.Playing && track.State == PlaybackState.Playing)
{
AL.SourcePlay(track.SourceId);
}
}
/// <summary>
/// Stops playback
/// </summary>
/// <param name="trackId">The ID of the track to stop playback on</param>
public void Stop(int trackId)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
track.State = PlaybackState.Stopped;
AL.SourceStop(track.SourceId);
}
}
}
/// <summary>
/// Get track buffer count
/// </summary>
/// <param name="trackId">The ID of the track to get buffer count</param>
public uint GetBufferCount(int trackId)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
return track.BufferCount;
}
}
return 0;
}
/// <summary>
/// Get track played sample count
/// </summary>
/// <param name="trackId">The ID of the track to get played sample count</param>
public ulong GetPlayedSampleCount(int trackId)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
return track.PlayedSampleCount;
}
}
return 0;
}
/// <summary>
/// Flush all track buffers
/// </summary>
/// <param name="trackId">The ID of the track to flush</param>
public bool FlushBuffers(int trackId)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
track.FlushBuffers();
}
}
return false;
}
/// <summary>
/// Set track volume
/// </summary>
/// <param name="trackId">The ID of the track to set volume</param>
/// <param name="volume">The volume of the track</param>
public void SetVolume(int trackId, float volume)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
track.SetVolume(volume);
}
}
}
/// <summary>
/// Get track volume
/// </summary>
/// <param name="trackId">The ID of the track to get volume</param>
public float GetVolume(int trackId)
{
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
lock (track)
{
return track.GetVolume();
}
}
return 1.0f;
}
/// <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 (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
{
return track.State;
}
return PlaybackState.Stopped;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
_keepPolling = false;
}
}
}
}