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UI - Add Volume Controls + Mute Toggle (F2) (#2871)
* Add the ability to toggle mute in the status bar. * Add the ability to toggle mute in the status bar. * Formatting fixes * Add hotkey (F2) to mute * Add default hotkey to config.json * Add ability to change volume via slider. * Fix Headless * Fix SDL2 Problem : Credits to d3xMachina * Remove unnecessary work * Address gdk comments * Toggling with Hotkey now properly restores volume to original level. * Toggling with Hotkey now properly restores volume to original level. * Update UI to show Volume % instead of Muted/Unmuted * Clean up the volume ui a bit. * Undo unintentionally committed code. * Implement AudRen Support * Restore intiial volume level in function definition. * Finalize UI * Finalize UI * Use clamp for bounds check * Use Math.Clamp for volume in soundio * Address comments by gdkchan * Address remaining comments * Fix missing semicolon * Address remaining gdkchan comment * Fix comment * Change /* to // * Allow volume slider to change volume immediately. Also force label text to cast to int to prevent decimals from showing in status bar * Remove blank line * Undo setting of volume level when "Cancel" is pressed. * Fix allignment for settings window code
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@ -243,6 +243,7 @@ namespace Ryujinx.HLE.HOS
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AudioOutputManager = new AudioOutputManager();
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AudioInputManager = new AudioInputManager();
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AudioRendererManager = new AudioRendererManager();
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AudioRendererManager.SetVolume(Device.Configuration.AudioVolume);
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AudioDeviceSessionRegistry = new VirtualDeviceSessionRegistry();
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IWritableEvent[] audioOutputRegisterBufferEvents = new IWritableEvent[Constants.AudioOutSessionCountMax];
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@ -255,6 +256,7 @@ namespace Ryujinx.HLE.HOS
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}
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AudioOutputManager.Initialize(Device.AudioDeviceDriver, audioOutputRegisterBufferEvents);
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AudioOutputManager.SetVolume(Device.Configuration.AudioVolume);
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IWritableEvent[] audioInputRegisterBufferEvents = new IWritableEvent[Constants.AudioInSessionCountMax];
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@ -326,6 +328,17 @@ namespace Ryujinx.HLE.HOS
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}
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}
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public void SetVolume(float volume)
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{
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AudioOutputManager.SetVolume(volume);
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AudioRendererManager.SetVolume(volume);
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}
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public float GetVolume()
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{
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return AudioOutputManager.GetVolume() == 0 ? AudioRendererManager.GetVolume() : AudioOutputManager.GetVolume();
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}
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public void ReturnFocus()
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{
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AppletState.SetFocus(true);
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