mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-26 22:21:20 -08:00
f556c80d02
* 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
72 lines
2.3 KiB
C#
72 lines
2.3 KiB
C#
//
|
|
// 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;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Dsp.Command
|
|
{
|
|
public class VolumeRampCommand : ICommand
|
|
{
|
|
public bool Enabled { get; set; }
|
|
|
|
public int NodeId { get; }
|
|
|
|
public CommandType CommandType => CommandType.VolumeRamp;
|
|
|
|
public ulong EstimatedProcessingTime { get; set; }
|
|
|
|
public ushort InputBufferIndex { get; }
|
|
public ushort OutputBufferIndex { get; }
|
|
|
|
public float Volume0 { get; }
|
|
public float Volume1 { get; }
|
|
|
|
public VolumeRampCommand(float volume0, float volume1, uint bufferIndex, int nodeId)
|
|
{
|
|
Enabled = true;
|
|
NodeId = nodeId;
|
|
|
|
InputBufferIndex = (ushort)bufferIndex;
|
|
OutputBufferIndex = (ushort)bufferIndex;
|
|
|
|
Volume0 = volume0;
|
|
Volume1 = volume1;
|
|
}
|
|
|
|
private void ProcessVolumeRamp(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, int sampleCount)
|
|
{
|
|
float ramp = (Volume1 - Volume0) / sampleCount;
|
|
|
|
float volume = Volume0;
|
|
|
|
for (int i = 0; i < sampleCount; i++)
|
|
{
|
|
outputBuffer[i] = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
|
|
volume += ramp;
|
|
}
|
|
}
|
|
|
|
public void Process(CommandList context)
|
|
{
|
|
ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndex);
|
|
Span<float> outputBuffer = context.GetBuffer(OutputBufferIndex);
|
|
|
|
ProcessVolumeRamp(outputBuffer, inputBuffer, (int)context.SampleCount);
|
|
}
|
|
}
|
|
}
|