mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-27 12:31:21 -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
119 lines
3.6 KiB
C#
119 lines
3.6 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 Ryujinx.Audio.Renderer.Server.Effect;
|
|
using Ryujinx.Common.Memory;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Parameter.Effect
|
|
{
|
|
/// <summary>
|
|
/// <see cref="EffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Delay"/>.
|
|
/// </summary>
|
|
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
|
public struct DelayParameter
|
|
{
|
|
/// <summary>
|
|
/// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
|
|
/// </summary>
|
|
public Array6<byte> Input;
|
|
|
|
/// <summary>
|
|
/// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
|
|
/// </summary>
|
|
public Array6<byte> Output;
|
|
|
|
/// <summary>
|
|
/// The maximum number of channels supported.
|
|
/// </summary>
|
|
public ushort ChannelCountMax;
|
|
|
|
/// <summary>
|
|
/// The total channel count used.
|
|
/// </summary>
|
|
public ushort ChannelCount;
|
|
|
|
/// <summary>
|
|
/// The maximum delay time in milliseconds.
|
|
/// </summary>
|
|
public uint DelayTimeMax;
|
|
|
|
/// <summary>
|
|
/// The delay time in milliseconds.
|
|
/// </summary>
|
|
public uint DelayTime;
|
|
|
|
/// <summary>
|
|
/// The target sample rate. (Q15)
|
|
/// </summary>
|
|
public uint SampleRate;
|
|
|
|
/// <summary>
|
|
/// The input gain. (Q15)
|
|
/// </summary>
|
|
public uint InGain;
|
|
|
|
/// <summary>
|
|
/// The feedback gain. (Q15)
|
|
/// </summary>
|
|
public uint FeedbackGain;
|
|
|
|
/// <summary>
|
|
/// The output gain. (Q15)
|
|
/// </summary>
|
|
public uint OutGain;
|
|
|
|
/// <summary>
|
|
/// The dry gain. (Q15)
|
|
/// </summary>
|
|
public uint DryGain;
|
|
|
|
/// <summary>
|
|
/// The channel spread of the <see cref="FeedbackGain"/>. (Q15)
|
|
/// </summary>
|
|
public uint ChannelSpread;
|
|
|
|
/// <summary>
|
|
/// The low pass amount. (Q15)
|
|
/// </summary>
|
|
public uint LowPassAmount;
|
|
|
|
/// <summary>
|
|
/// The current usage status of the effect on the client side.
|
|
/// </summary>
|
|
public UsageState Status;
|
|
|
|
/// <summary>
|
|
/// Check if the <see cref="ChannelCount"/> is valid.
|
|
/// </summary>
|
|
/// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns>
|
|
public bool IsChannelCountValid()
|
|
{
|
|
return EffectInParameter.IsChannelCountValid(ChannelCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the <see cref="ChannelCountMax"/> is valid.
|
|
/// </summary>
|
|
/// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns>
|
|
public bool IsChannelCountMaxValid()
|
|
{
|
|
return EffectInParameter.IsChannelCountValid(ChannelCountMax);
|
|
}
|
|
}
|
|
}
|