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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
76 lines
2.3 KiB
C#
76 lines
2.3 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Common.Memory;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Parameter.Sink
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{
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/// <summary>
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/// <see cref="SinkInParameter.SpecificData"/> for <see cref="Common.SinkType.Device"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct DeviceParameter
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{
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/// <summary>
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/// Device name storage.
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/// </summary>
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private DeviceNameStruct _deviceName;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private byte _padding;
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/// <summary>
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/// The total count of channels to output to the device.
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/// </summary>
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public uint InputCount;
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/// <summary>
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/// The input channels index that will be used.
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/// </summary>
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public Array6<byte> Input;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private byte _reserved;
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/// <summary>
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/// Set to true if the user controls Surround to Stereo downmixing coefficients.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool DownMixParameterEnabled;
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/// <summary>
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/// The user Surround to Stereo downmixing coefficients.
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/// </summary>
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public Array4<float> DownMixParameter;
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[StructLayout(LayoutKind.Sequential, Size = 0xFF, Pack = 1)]
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private struct DeviceNameStruct { }
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/// <summary>
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/// The output device name.
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/// </summary>
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public Span<byte> DeviceName => SpanHelpers.AsSpan<DeviceNameStruct, byte>(ref _deviceName);
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}
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}
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