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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
34 lines
871 B
C#
34 lines
871 B
C#
using System;
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using System.Runtime.InteropServices;
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namespace SoundIOSharp
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{
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public struct SoundIOChannelAreas
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{
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static readonly int native_size = Marshal.SizeOf<SoundIoChannelArea>();
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internal SoundIOChannelAreas(IntPtr head, int channelCount, int frameCount)
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{
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this.head = head;
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this.channel_count = channelCount;
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this.frame_count = frameCount;
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}
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IntPtr head;
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int channel_count;
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int frame_count;
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public bool IsEmpty
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{
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get { return head == IntPtr.Zero; }
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}
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public SoundIOChannelArea GetArea(int channel)
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{
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return new SoundIOChannelArea(head + native_size * channel);
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}
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public int ChannelCount => channel_count;
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public int FrameCount => frame_count;
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}
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} |