mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-27 09:59:33 +01:00
audout:u: Implement SetAudioOutVolume and GetAudioOutVolume (#781)
* audout:u: Implement SetAudioOutVolume and GetAudioOutVolume - Implementation of `audout:u` SetAudioOutVolume and GetAudioOutVolume (checked with RE). - Add Get and Set for Volume into audio backends. - Cleanup of all audio backends to follow the `IAalOutput` structure and .NET standard. - Split OpenAL backend into 2 files for consistency. * Address comments * Fix the volume calculation
This commit is contained in:
parent
4210fe2b7b
commit
c17e1f99f0
6 changed files with 482 additions and 325 deletions
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@ -15,8 +15,13 @@ namespace Ryujinx.Audio
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void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct;
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void Start(int trackId);
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void Stop(int trackId);
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float GetVolume();
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void SetVolume(float volume);
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PlaybackState GetState(int trackId);
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}
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}
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@ -1,4 +1,5 @@
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using System.Collections.Concurrent;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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namespace Ryujinx.Audio
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@ -8,17 +9,18 @@ namespace Ryujinx.Audio
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/// </summary>
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public class DummyAudioOut : IAalOutput
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{
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private int lastTrackId = 1;
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private int _lastTrackId = 1;
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private float _volume = 1.0f;
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private ConcurrentQueue<int> m_TrackIds;
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private ConcurrentQueue<long> m_Buffers;
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private ConcurrentDictionary<int, ReleaseCallback> m_ReleaseCallbacks;
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private ConcurrentQueue<int> _trackIds;
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private ConcurrentQueue<long> _buffers;
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private ConcurrentDictionary<int, ReleaseCallback> _releaseCallbacks;
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public DummyAudioOut()
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{
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m_Buffers = new ConcurrentQueue<long>();
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m_TrackIds = new ConcurrentQueue<int>();
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m_ReleaseCallbacks = new ConcurrentDictionary<int, ReleaseCallback>();
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_buffers = new ConcurrentQueue<long>();
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_trackIds = new ConcurrentQueue<int>();
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_releaseCallbacks = new ConcurrentDictionary<int, ReleaseCallback>();
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}
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/// <summary>
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@ -30,38 +32,23 @@ namespace Ryujinx.Audio
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public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
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{
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int trackId;
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if (!m_TrackIds.TryDequeue(out trackId))
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if (!_trackIds.TryDequeue(out int trackId))
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{
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trackId = ++lastTrackId;
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trackId = ++_lastTrackId;
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}
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m_ReleaseCallbacks[trackId] = callback;
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_releaseCallbacks[trackId] = callback;
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return trackId;
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}
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public void CloseTrack(int trackId)
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{
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m_TrackIds.Enqueue(trackId);
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m_ReleaseCallbacks.Remove(trackId, out _);
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_trackIds.Enqueue(trackId);
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_releaseCallbacks.Remove(trackId, out _);
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}
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public void Start(int trackId) { }
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public void Stop(int trackId) { }
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public void AppendBuffer<T>(int trackID, long bufferTag, T[] buffer)
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where T : struct
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{
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m_Buffers.Enqueue(bufferTag);
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if (m_ReleaseCallbacks.TryGetValue(trackID, out var callback))
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{
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callback?.Invoke();
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}
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}
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public bool ContainsBuffer(int trackID, long bufferTag) => false;
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public long[] GetReleasedBuffers(int trackId, int maxCount)
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{
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@ -69,7 +56,7 @@ namespace Ryujinx.Audio
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for (int i = 0; i < maxCount; i++)
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{
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if (!m_Buffers.TryDequeue(out long tag))
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if (!_buffers.TryDequeue(out long tag))
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{
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break;
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}
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@ -80,11 +67,30 @@ namespace Ryujinx.Audio
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return bufferTags.ToArray();
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}
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public bool ContainsBuffer(int trackID, long bufferTag) => false;
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public void AppendBuffer<T>(int trackID, long bufferTag, T[] buffer) where T : struct
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{
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_buffers.Enqueue(bufferTag);
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if (_releaseCallbacks.TryGetValue(trackID, out var callback))
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{
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callback?.Invoke();
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}
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}
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public void Start(int trackId) { }
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public void Stop(int trackId) { }
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public float GetVolume() => _volume;
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public void SetVolume(float volume)
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{
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_volume = volume;
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}
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public void Dispose()
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{
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m_Buffers.Clear();
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_buffers.Clear();
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}
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}
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}
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@ -2,7 +2,6 @@ using OpenTK.Audio;
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using OpenTK.Audio.OpenAL;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Threading;
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@ -13,174 +12,43 @@ namespace Ryujinx.Audio
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/// </summary>
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public class OpenALAudioOut : IAalOutput, IDisposable
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{
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/// <summary>
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/// The maximum amount of tracks we can issue simultaneously
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/// </summary>
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private const int MaxTracks = 256;
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private const int MaxReleased = 32;
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private AudioContext Context;
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private class Track : IDisposable
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{
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public int SourceId { get; private set; }
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public int SampleRate { get; private set; }
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public ALFormat Format { get; private set; }
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private ReleaseCallback Callback;
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public PlaybackState State { get; set; }
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private ConcurrentDictionary<long, int> Buffers;
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private Queue<long> QueuedTagsQueue;
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private Queue<long> ReleasedTagsQueue;
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private bool Disposed;
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public Track(int SampleRate, ALFormat Format, ReleaseCallback Callback)
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{
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this.SampleRate = SampleRate;
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this.Format = Format;
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this.Callback = Callback;
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State = PlaybackState.Stopped;
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SourceId = AL.GenSource();
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Buffers = new ConcurrentDictionary<long, int>();
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QueuedTagsQueue = new Queue<long>();
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ReleasedTagsQueue = new Queue<long>();
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}
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public bool ContainsBuffer(long Tag)
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{
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foreach (long QueuedTag in QueuedTagsQueue)
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{
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if (QueuedTag == Tag)
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{
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return true;
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}
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}
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return false;
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}
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public long[] GetReleasedBuffers(int Count)
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{
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AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int ReleasedCount);
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ReleasedCount += ReleasedTagsQueue.Count;
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if (Count > ReleasedCount)
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{
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Count = ReleasedCount;
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}
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List<long> Tags = new List<long>();
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while (Count-- > 0 && ReleasedTagsQueue.TryDequeue(out long Tag))
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{
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Tags.Add(Tag);
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}
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while (Count-- > 0 && QueuedTagsQueue.TryDequeue(out long Tag))
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{
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AL.SourceUnqueueBuffers(SourceId, 1);
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Tags.Add(Tag);
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}
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return Tags.ToArray();
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}
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public int AppendBuffer(long Tag)
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{
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if (Disposed)
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{
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throw new ObjectDisposedException(nameof(Track));
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}
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int Id = AL.GenBuffer();
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Buffers.AddOrUpdate(Tag, Id, (Key, OldId) =>
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{
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AL.DeleteBuffer(OldId);
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return Id;
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});
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QueuedTagsQueue.Enqueue(Tag);
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return Id;
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}
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public void CallReleaseCallbackIfNeeded()
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{
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AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int ReleasedCount);
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if (ReleasedCount > 0)
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{
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// If we signal, then we also need to have released buffers available
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// to return when GetReleasedBuffers is called.
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// If playback needs to be re-started due to all buffers being processed,
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// then OpenAL zeros the counts (ReleasedCount), so we keep it on the queue.
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while (ReleasedCount-- > 0 && QueuedTagsQueue.TryDequeue(out long Tag))
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{
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AL.SourceUnqueueBuffers(SourceId, 1);
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ReleasedTagsQueue.Enqueue(Tag);
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}
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Callback();
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool Disposing)
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{
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if (Disposing && !Disposed)
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{
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Disposed = true;
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AL.DeleteSource(SourceId);
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foreach (int Id in Buffers.Values)
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{
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AL.DeleteBuffer(Id);
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}
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}
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}
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}
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private ConcurrentDictionary<int, Track> Tracks;
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private Thread AudioPollerThread;
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private bool KeepPolling;
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public OpenALAudioOut()
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{
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Context = new AudioContext();
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Tracks = new ConcurrentDictionary<int, Track>();
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KeepPolling = true;
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AudioPollerThread = new Thread(AudioPollerWork);
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AudioPollerThread.Start();
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}
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/// <summary>
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/// The <see cref="OpenTK.Audio"/> audio context
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/// </summary>
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private AudioContext _context;
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/// <summary>
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/// True if OpenAL is supported on the device.
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/// An object pool containing <see cref="OpenALAudioTrack"/> objects
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/// </summary>
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private ConcurrentDictionary<int, OpenALAudioTrack> _tracks;
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/// <summary>
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/// True if the thread need to keep polling
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/// </summary>
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private bool _keepPolling;
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/// <summary>
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/// The poller thread audio context
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/// </summary>
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private Thread _audioPollerThread;
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/// <summary>
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/// The volume of audio renderer
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/// </summary>
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private float _volume = 1.0f;
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/// <summary>
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/// True if the volume of audio renderer have changed
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/// </summary>
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private bool _volumeChanged;
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/// <summary>
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/// True if OpenAL is supported on the device
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/// </summary>
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public static bool IsSupported
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{
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@ -197,157 +65,232 @@ namespace Ryujinx.Audio
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}
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}
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public OpenALAudioOut()
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{
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_context = new AudioContext();
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_tracks = new ConcurrentDictionary<int, OpenALAudioTrack>();
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_keepPolling = true;
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_audioPollerThread = new Thread(AudioPollerWork);
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_audioPollerThread.Start();
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}
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private void AudioPollerWork()
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{
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do
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{
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foreach (Track Td in Tracks.Values)
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foreach (OpenALAudioTrack track in _tracks.Values)
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{
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lock (Td)
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lock (track)
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{
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Td.CallReleaseCallbackIfNeeded();
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track.CallReleaseCallbackIfNeeded();
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}
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}
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// If it's not slept it will waste cycles.
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Thread.Sleep(10);
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}
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while (KeepPolling);
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while (_keepPolling);
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foreach (Track Td in Tracks.Values)
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foreach (OpenALAudioTrack track in _tracks.Values)
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{
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Td.Dispose();
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track.Dispose();
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}
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Tracks.Clear();
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_tracks.Clear();
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}
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public int OpenTrack(int SampleRate, int Channels, ReleaseCallback Callback)
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/// <summary>
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/// Creates a new audio track with the specified parameters
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/// </summary>
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/// <param name="sampleRate">The requested sample rate</param>
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/// <param name="channels">The requested channels</param>
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/// <param name="callback">A <see cref="ReleaseCallback" /> that represents the delegate to invoke when a buffer has been released by the audio track</param>
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public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
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{
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Track Td = new Track(SampleRate, GetALFormat(Channels), Callback);
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OpenALAudioTrack track = new OpenALAudioTrack(sampleRate, GetALFormat(channels), callback);
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for (int Id = 0; Id < MaxTracks; Id++)
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for (int id = 0; id < MaxTracks; id++)
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{
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if (Tracks.TryAdd(Id, Td))
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if (_tracks.TryAdd(id, track))
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{
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return Id;
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return id;
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}
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}
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return -1;
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}
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private ALFormat GetALFormat(int Channels)
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private ALFormat GetALFormat(int channels)
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{
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switch (Channels)
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switch (channels)
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{
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case 1: return ALFormat.Mono16;
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case 2: return ALFormat.Stereo16;
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case 6: return ALFormat.Multi51Chn16Ext;
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}
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throw new ArgumentOutOfRangeException(nameof(Channels));
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throw new ArgumentOutOfRangeException(nameof(channels));
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}
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public void CloseTrack(int Track)
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/// <summary>
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/// Stops playback and closes the track specified by <paramref name="trackId"/>
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/// </summary>
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/// <param name="trackId">The ID of the track to close</param>
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public void CloseTrack(int trackId)
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{
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if (Tracks.TryRemove(Track, out Track Td))
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if (_tracks.TryRemove(trackId, out OpenALAudioTrack track))
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{
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lock (Td)
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lock (track)
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{
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Td.Dispose();
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track.Dispose();
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}
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}
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}
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public bool ContainsBuffer(int Track, long Tag)
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/// <summary>
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/// Returns a value indicating whether the specified buffer is currently reserved by the specified track
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/// </summary>
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/// <param name="trackId">The track to check</param>
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/// <param name="bufferTag">The buffer tag to check</param>
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public bool ContainsBuffer(int trackId, long bufferTag)
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{
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if (Tracks.TryGetValue(Track, out Track Td))
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (Td)
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lock (track)
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{
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return Td.ContainsBuffer(Tag);
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return track.ContainsBuffer(bufferTag);
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}
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}
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return false;
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}
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public long[] GetReleasedBuffers(int Track, int MaxCount)
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/// <summary>
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/// Gets a list of buffer tags the specified track is no longer reserving
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/// </summary>
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/// <param name="trackId">The track to retrieve buffer tags from</param>
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/// <param name="maxCount">The maximum amount of buffer tags to retrieve</param>
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/// <returns>Buffers released by the specified track</returns>
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public long[] GetReleasedBuffers(int trackId, int maxCount)
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{
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if (Tracks.TryGetValue(Track, out Track Td))
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (Td)
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lock (track)
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{
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return Td.GetReleasedBuffers(MaxCount);
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return track.GetReleasedBuffers(maxCount);
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}
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}
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return null;
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}
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public void AppendBuffer<T>(int Track, long Tag, T[] Buffer) where T : struct
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/// <summary>
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/// Appends an audio buffer to the specified track
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/// </summary>
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/// <typeparam name="T">The sample type of the buffer</typeparam>
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/// <param name="trackId">The track to append the buffer to</param>
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/// <param name="bufferTag">The internal tag of the buffer</param>
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/// <param name="buffer">The buffer to append to the track</param>
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public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct
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{
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if (Tracks.TryGetValue(Track, out Track Td))
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if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
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{
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lock (Td)
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lock (track)
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{
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int BufferId = Td.AppendBuffer(Tag);
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int bufferId = track.AppendBuffer(bufferTag);
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int Size = Buffer.Length * Marshal.SizeOf<T>();
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int size = buffer.Length * Marshal.SizeOf<T>();
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AL.BufferData<T>(BufferId, Td.Format, Buffer, Size, Td.SampleRate);
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AL.BufferData(bufferId, track.Format, buffer, size, track.SampleRate);
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AL.SourceQueueBuffer(Td.SourceId, BufferId);
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AL.SourceQueueBuffer(track.SourceId, bufferId);
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StartPlaybackIfNeeded(Td);
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StartPlaybackIfNeeded(track);
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}
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}
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}
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public void Start(int Track)
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/// <summary>
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/// Starts playback
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/// </summary>
|
||||
/// <param name="trackId">The ID of the track to start playback on</param>
|
||||
public void Start(int trackId)
|
||||
{
|
||||
if (Tracks.TryGetValue(Track, out Track Td))
|
||||
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
|
||||
{
|
||||
lock (Td)
|
||||
lock (track)
|
||||
{
|
||||
Td.State = PlaybackState.Playing;
|
||||
track.State = PlaybackState.Playing;
|
||||
|
||||
StartPlaybackIfNeeded(Td);
|
||||
StartPlaybackIfNeeded(track);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void StartPlaybackIfNeeded(Track Td)
|
||||
private void StartPlaybackIfNeeded(OpenALAudioTrack track)
|
||||
{
|
||||
AL.GetSource(Td.SourceId, ALGetSourcei.SourceState, out int StateInt);
|
||||
AL.GetSource(track.SourceId, ALGetSourcei.SourceState, out int stateInt);
|
||||
|
||||
ALSourceState State = (ALSourceState)StateInt;
|
||||
ALSourceState State = (ALSourceState)stateInt;
|
||||
|
||||
if (State != ALSourceState.Playing && Td.State == PlaybackState.Playing)
|
||||
if (State != ALSourceState.Playing && track.State == PlaybackState.Playing)
|
||||
{
|
||||
AL.SourcePlay(Td.SourceId);
|
||||
if (_volumeChanged)
|
||||
{
|
||||
AL.Source(track.SourceId, ALSourcef.Gain, _volume);
|
||||
|
||||
_volumeChanged = false;
|
||||
}
|
||||
|
||||
AL.SourcePlay(track.SourceId);
|
||||
}
|
||||
}
|
||||
|
||||
public void Stop(int Track)
|
||||
/// <summary>
|
||||
/// Stops playback
|
||||
/// </summary>
|
||||
/// <param name="trackId">The ID of the track to stop playback on</param>
|
||||
public void Stop(int trackId)
|
||||
{
|
||||
if (Tracks.TryGetValue(Track, out Track Td))
|
||||
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
|
||||
{
|
||||
lock (Td)
|
||||
lock (track)
|
||||
{
|
||||
Td.State = PlaybackState.Stopped;
|
||||
track.State = PlaybackState.Stopped;
|
||||
|
||||
AL.SourceStop(Td.SourceId);
|
||||
AL.SourceStop(track.SourceId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public PlaybackState GetState(int Track)
|
||||
/// <summary>
|
||||
/// Get playback volume
|
||||
/// </summary>
|
||||
public float GetVolume() => _volume;
|
||||
|
||||
/// <summary>
|
||||
/// Set playback volume
|
||||
/// </summary>
|
||||
/// <param name="volume">The volume of the playback</param>
|
||||
public void SetVolume(float volume)
|
||||
{
|
||||
if (Tracks.TryGetValue(Track, out Track Td))
|
||||
if (!_volumeChanged)
|
||||
{
|
||||
return Td.State;
|
||||
_volume = volume;
|
||||
_volumeChanged = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current playback state of the specified track
|
||||
/// </summary>
|
||||
/// <param name="trackId">The track to retrieve the playback state for</param>
|
||||
public PlaybackState GetState(int trackId)
|
||||
{
|
||||
if (_tracks.TryGetValue(trackId, out OpenALAudioTrack track))
|
||||
{
|
||||
return track.State;
|
||||
}
|
||||
|
||||
return PlaybackState.Stopped;
|
||||
|
@ -358,11 +301,11 @@ namespace Ryujinx.Audio
|
|||
Dispose(true);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool Disposing)
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (Disposing)
|
||||
if (disposing)
|
||||
{
|
||||
KeepPolling = false;
|
||||
_keepPolling = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
142
Ryujinx.Audio/Renderers/OpenAL/OpenALAudioTrack.cs
Normal file
142
Ryujinx.Audio/Renderers/OpenAL/OpenALAudioTrack.cs
Normal file
|
@ -0,0 +1,142 @@
|
|||
using OpenTK.Audio.OpenAL;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Audio
|
||||
{
|
||||
internal class OpenALAudioTrack : IDisposable
|
||||
{
|
||||
public int SourceId { get; private set; }
|
||||
public int SampleRate { get; private set; }
|
||||
public ALFormat Format { get; private set; }
|
||||
public PlaybackState State { get; set; }
|
||||
|
||||
private ReleaseCallback _callback;
|
||||
|
||||
private ConcurrentDictionary<long, int> _buffers;
|
||||
|
||||
private Queue<long> _queuedTagsQueue;
|
||||
private Queue<long> _releasedTagsQueue;
|
||||
|
||||
private bool _disposed;
|
||||
|
||||
public OpenALAudioTrack(int sampleRate, ALFormat format, ReleaseCallback callback)
|
||||
{
|
||||
SampleRate = sampleRate;
|
||||
Format = format;
|
||||
State = PlaybackState.Stopped;
|
||||
SourceId = AL.GenSource();
|
||||
|
||||
_callback = callback;
|
||||
|
||||
_buffers = new ConcurrentDictionary<long, int>();
|
||||
|
||||
_queuedTagsQueue = new Queue<long>();
|
||||
_releasedTagsQueue = new Queue<long>();
|
||||
}
|
||||
|
||||
public bool ContainsBuffer(long tag)
|
||||
{
|
||||
foreach (long queuedTag in _queuedTagsQueue)
|
||||
{
|
||||
if (queuedTag == tag)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public long[] GetReleasedBuffers(int count)
|
||||
{
|
||||
AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int releasedCount);
|
||||
|
||||
releasedCount += _releasedTagsQueue.Count;
|
||||
|
||||
if (count > releasedCount)
|
||||
{
|
||||
count = releasedCount;
|
||||
}
|
||||
|
||||
List<long> tags = new List<long>();
|
||||
|
||||
while (count-- > 0 && _releasedTagsQueue.TryDequeue(out long tag))
|
||||
{
|
||||
tags.Add(tag);
|
||||
}
|
||||
|
||||
while (count-- > 0 && _queuedTagsQueue.TryDequeue(out long tag))
|
||||
{
|
||||
AL.SourceUnqueueBuffers(SourceId, 1);
|
||||
|
||||
tags.Add(tag);
|
||||
}
|
||||
|
||||
return tags.ToArray();
|
||||
}
|
||||
|
||||
public int AppendBuffer(long tag)
|
||||
{
|
||||
if (_disposed)
|
||||
{
|
||||
throw new ObjectDisposedException(GetType().Name);
|
||||
}
|
||||
|
||||
int id = AL.GenBuffer();
|
||||
|
||||
_buffers.AddOrUpdate(tag, id, (key, oldId) =>
|
||||
{
|
||||
AL.DeleteBuffer(oldId);
|
||||
|
||||
return id;
|
||||
});
|
||||
|
||||
_queuedTagsQueue.Enqueue(tag);
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
public void CallReleaseCallbackIfNeeded()
|
||||
{
|
||||
AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int releasedCount);
|
||||
|
||||
if (releasedCount > 0)
|
||||
{
|
||||
// If we signal, then we also need to have released buffers available
|
||||
// to return when GetReleasedBuffers is called.
|
||||
// If playback needs to be re-started due to all buffers being processed,
|
||||
// then OpenAL zeros the counts (ReleasedCount), so we keep it on the queue.
|
||||
while (releasedCount-- > 0 && _queuedTagsQueue.TryDequeue(out long tag))
|
||||
{
|
||||
AL.SourceUnqueueBuffers(SourceId, 1);
|
||||
|
||||
_releasedTagsQueue.Enqueue(tag);
|
||||
}
|
||||
|
||||
_callback();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (disposing && !_disposed)
|
||||
{
|
||||
_disposed = true;
|
||||
|
||||
AL.DeleteSource(SourceId);
|
||||
|
||||
foreach (int id in _buffers.Values)
|
||||
{
|
||||
AL.DeleteBuffer(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,5 +1,6 @@
|
|||
using Ryujinx.Audio.SoundIo;
|
||||
using SoundIOSharp;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Ryujinx.Audio
|
||||
|
@ -14,23 +15,33 @@ namespace Ryujinx.Audio
|
|||
/// </summary>
|
||||
private const int MaximumTracks = 256;
|
||||
|
||||
/// <summary>
|
||||
/// The volume of audio renderer
|
||||
/// </summary>
|
||||
private float _volume = 1.0f;
|
||||
|
||||
/// <summary>
|
||||
/// True if the volume of audio renderer have changed
|
||||
/// </summary>
|
||||
private bool _volumeChanged;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="SoundIO"/> audio context
|
||||
/// </summary>
|
||||
private SoundIO m_AudioContext;
|
||||
private SoundIO _audioContext;
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="SoundIODevice"/> audio device
|
||||
/// </summary>
|
||||
private SoundIODevice m_AudioDevice;
|
||||
private SoundIODevice _audioDevice;
|
||||
|
||||
/// <summary>
|
||||
/// An object pool containing <see cref="SoundIoAudioTrack"/> objects
|
||||
/// </summary>
|
||||
private SoundIoAudioTrackPool m_TrackPool;
|
||||
private SoundIoAudioTrackPool _trackPool;
|
||||
|
||||
/// <summary>
|
||||
/// True if SoundIO is supported on the device.
|
||||
/// True if SoundIO is supported on the device
|
||||
/// </summary>
|
||||
public static bool IsSupported
|
||||
{
|
||||
|
@ -45,27 +56,13 @@ namespace Ryujinx.Audio
|
|||
/// </summary>
|
||||
public SoundIoAudioOut()
|
||||
{
|
||||
m_AudioContext = new SoundIO();
|
||||
_audioContext = new SoundIO();
|
||||
|
||||
m_AudioContext.Connect();
|
||||
m_AudioContext.FlushEvents();
|
||||
_audioContext.Connect();
|
||||
_audioContext.FlushEvents();
|
||||
|
||||
m_AudioDevice = FindNonRawDefaultAudioDevice(m_AudioContext, true);
|
||||
m_TrackPool = new SoundIoAudioTrackPool(m_AudioContext, m_AudioDevice, MaximumTracks);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current playback state of the specified track
|
||||
/// </summary>
|
||||
/// <param name="trackId">The track to retrieve the playback state for</param>
|
||||
public PlaybackState GetState(int trackId)
|
||||
{
|
||||
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
return track.State;
|
||||
}
|
||||
|
||||
return PlaybackState.Stopped;
|
||||
_audioDevice = FindNonRawDefaultAudioDevice(_audioContext, true);
|
||||
_trackPool = new SoundIoAudioTrackPool(_audioContext, _audioDevice, MaximumTracks);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -77,7 +74,7 @@ namespace Ryujinx.Audio
|
|||
/// <returns>The created track's Track ID</returns>
|
||||
public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
|
||||
{
|
||||
if (!m_TrackPool.TryGet(out SoundIoAudioTrack track))
|
||||
if (!_trackPool.TryGet(out SoundIoAudioTrack track))
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
@ -94,53 +91,13 @@ namespace Ryujinx.Audio
|
|||
/// <param name="trackId">The ID of the track to close</param>
|
||||
public void CloseTrack(int trackId)
|
||||
{
|
||||
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
// Close and dispose of the track
|
||||
track.Close();
|
||||
|
||||
// Recycle the track back into the pool
|
||||
m_TrackPool.Put(track);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts playback
|
||||
/// </summary>
|
||||
/// <param name="trackId">The ID of the track to start playback on</param>
|
||||
public void Start(int trackId)
|
||||
{
|
||||
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
track.Start();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops playback
|
||||
/// </summary>
|
||||
/// <param name="trackId">The ID of the track to stop playback on</param>
|
||||
public void Stop(int trackId)
|
||||
{
|
||||
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
track.Stop();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Appends an audio buffer to the specified track
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The sample type of the buffer</typeparam>
|
||||
/// <param name="trackId">The track to append the buffer to</param>
|
||||
/// <param name="bufferTag">The internal tag of the buffer</param>
|
||||
/// <param name="buffer">The buffer to append to the track</param>
|
||||
public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer)
|
||||
where T : struct
|
||||
{
|
||||
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
track.AppendBuffer(bufferTag, buffer);
|
||||
_trackPool.Put(track);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -151,7 +108,7 @@ namespace Ryujinx.Audio
|
|||
/// <param name="bufferTag">The buffer tag to check</param>
|
||||
public bool ContainsBuffer(int trackId, long bufferTag)
|
||||
{
|
||||
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
return track.ContainsBuffer(bufferTag);
|
||||
}
|
||||
|
@ -167,7 +124,7 @@ namespace Ryujinx.Audio
|
|||
/// <returns>Buffers released by the specified track</returns>
|
||||
public long[] GetReleasedBuffers(int trackId, int maxCount)
|
||||
{
|
||||
if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
List<long> bufferTags = new List<long>();
|
||||
|
||||
|
@ -182,14 +139,92 @@ namespace Ryujinx.Audio
|
|||
return new long[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Appends an audio buffer to the specified track
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The sample type of the buffer</typeparam>
|
||||
/// <param name="trackId">The track to append the buffer to</param>
|
||||
/// <param name="bufferTag">The internal tag of the buffer</param>
|
||||
/// <param name="buffer">The buffer to append to the track</param>
|
||||
public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct
|
||||
{
|
||||
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
if (_volumeChanged)
|
||||
{
|
||||
track.AudioStream.SetVolume(_volume);
|
||||
|
||||
_volumeChanged = false;
|
||||
}
|
||||
|
||||
track.AppendBuffer(bufferTag, buffer);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts playback
|
||||
/// </summary>
|
||||
/// <param name="trackId">The ID of the track to start playback on</param>
|
||||
public void Start(int trackId)
|
||||
{
|
||||
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
track.Start();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops playback
|
||||
/// </summary>
|
||||
/// <param name="trackId">The ID of the track to stop playback on</param>
|
||||
public void Stop(int trackId)
|
||||
{
|
||||
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
track.Stop();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get playback volume
|
||||
/// </summary>
|
||||
public float GetVolume() => _volume;
|
||||
|
||||
/// <summary>
|
||||
/// Set playback volume
|
||||
/// </summary>
|
||||
/// <param name="volume">The volume of the playback</param>
|
||||
public void SetVolume(float volume)
|
||||
{
|
||||
if (!_volumeChanged)
|
||||
{
|
||||
_volume = volume;
|
||||
_volumeChanged = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current playback state of the specified track
|
||||
/// </summary>
|
||||
/// <param name="trackId">The track to retrieve the playback state for</param>
|
||||
public PlaybackState GetState(int trackId)
|
||||
{
|
||||
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
return track.State;
|
||||
}
|
||||
|
||||
return PlaybackState.Stopped;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Releases the unmanaged resources used by the <see cref="SoundIoAudioOut" />
|
||||
/// </summary>
|
||||
public void Dispose()
|
||||
{
|
||||
m_TrackPool.Dispose();
|
||||
m_AudioContext.Disconnect();
|
||||
m_AudioContext.Dispose();
|
||||
_trackPool.Dispose();
|
||||
_audioContext.Disconnect();
|
||||
_audioContext.Dispose();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -147,6 +147,32 @@ namespace Ryujinx.HLE.HOS.Services.Audio.AudioOutManager
|
|||
return ResultCode.Success;
|
||||
}
|
||||
|
||||
[Command(12)] // 6.0.0+
|
||||
// SetAudioOutVolume(s32)
|
||||
public ResultCode SetAudioOutVolume(ServiceCtx context)
|
||||
{
|
||||
// Games send a gain value here, so we need to apply it on the current volume value.
|
||||
|
||||
float gain = context.RequestData.ReadSingle();
|
||||
float currentVolume = _audioOut.GetVolume();
|
||||
float newVolume = Math.Clamp(currentVolume + gain, 0.0f, 1.0f);
|
||||
|
||||
_audioOut.SetVolume(newVolume);
|
||||
|
||||
return ResultCode.Success;
|
||||
}
|
||||
|
||||
[Command(13)] // 6.0.0+
|
||||
// GetAudioOutVolume() -> s32
|
||||
public ResultCode GetAudioOutVolume(ServiceCtx context)
|
||||
{
|
||||
float volume = _audioOut.GetVolume();
|
||||
|
||||
context.ResponseData.Write(volume);
|
||||
|
||||
return ResultCode.Success;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Dispose(true);
|
||||
|
|
Loading…
Reference in a new issue