 f556c80d02
			
		
	
	
		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
		
			
				
	
	
		
			532 lines
		
	
	
	
		
			17 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			532 lines
		
	
	
	
		
			17 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| // 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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| 
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| using Ryujinx.Audio.Integration;
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| using Ryujinx.Common;
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| using System;
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| using System.Diagnostics;
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| 
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| namespace Ryujinx.Audio.Common
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| {
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|     /// <summary>
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|     /// An audio device session.
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|     /// </summary>
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|     class AudioDeviceSession : IDisposable
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|     {
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|         /// <summary>
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|         /// The volume of the <see cref="AudioDeviceSession"/>.
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|         /// </summary>
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|         private float _volume;
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| 
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|         /// <summary>
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|         /// The state of the <see cref="AudioDeviceSession"/>.
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|         /// </summary>
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|         private AudioDeviceState _state;
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| 
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|         /// <summary>
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|         /// Array of all buffers currently used or released.
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|         /// </summary>
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|         private AudioBuffer[] _buffers;
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| 
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|         /// <summary>
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|         /// The server index inside <see cref="_buffers"/> (appended but not queued to device driver).
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|         /// </summary>
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|         private uint _serverBufferIndex;
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| 
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|         /// <summary>
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|         /// The hardware index inside <see cref="_buffers"/> (queued to device driver).
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|         /// </summary>
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|         private uint _hardwareBufferIndex;
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| 
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|         /// <summary>
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|         /// The released index inside <see cref="_buffers"/> (released by the device driver).
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|         /// </summary>
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|         private uint _releasedBufferIndex;
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| 
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|         /// <summary>
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|         /// The count of buffer appended (server side).
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|         /// </summary>
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|         private uint _bufferAppendedCount;
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| 
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|         /// <summary>
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|         /// The count of buffer registered (driver side).
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|         /// </summary>
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|         private uint _bufferRegisteredCount;
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| 
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|         /// <summary>
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|         /// The count of buffer released (released by the driver side).
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|         /// </summary>
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|         private uint _bufferReleasedCount;
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| 
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|         /// <summary>
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|         /// The released buffer event.
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|         /// </summary>
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|         private IWritableEvent _bufferEvent;
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| 
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|         /// <summary>
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|         /// The session on the device driver.
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|         /// </summary>
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|         private IHardwareDeviceSession _hardwareDeviceSession;
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| 
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|         /// <summary>
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|         /// Max number of buffers that can be registered to the device driver at a time.
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|         /// </summary>
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|         private uint _bufferRegisteredLimit;
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| 
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|         /// <summary>
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|         /// Create a new <see cref="AudioDeviceSession"/>.
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|         /// </summary>
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|         /// <param name="deviceSession">The device driver session associated</param>
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|         /// <param name="bufferEvent">The release buffer event</param>
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|         /// <param name="bufferRegisteredLimit">The max number of buffers that can be registered to the device driver at a time</param>
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|         public AudioDeviceSession(IHardwareDeviceSession deviceSession, IWritableEvent bufferEvent, uint bufferRegisteredLimit = 4)
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|         {
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|             _bufferEvent = bufferEvent;
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|             _hardwareDeviceSession = deviceSession;
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|             _bufferRegisteredLimit = bufferRegisteredLimit;
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| 
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|             _buffers = new AudioBuffer[Constants.AudioDeviceBufferCountMax];
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|             _serverBufferIndex = 0;
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|             _hardwareBufferIndex = 0;
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|             _releasedBufferIndex = 0;
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| 
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|             _bufferAppendedCount = 0;
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|             _bufferRegisteredCount = 0;
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|             _bufferReleasedCount = 0;
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|             _volume = 1.0f;
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|             _state = AudioDeviceState.Stopped;
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|         }
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| 
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|         /// <summary>
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|         /// Get the released buffer event.
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|         /// </summary>
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|         /// <returns>The released buffer event</returns>
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|         public IWritableEvent GetBufferEvent()
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|         {
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|             return _bufferEvent;
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|         }
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| 
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|         /// <summary>
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|         /// Get the state of the session.
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|         /// </summary>
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|         /// <returns>The state of the session</returns>
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|         public AudioDeviceState GetState()
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|         {
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|             Debug.Assert(_state == AudioDeviceState.Started || _state == AudioDeviceState.Stopped);
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| 
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|             return _state;
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|         }
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| 
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|         /// <summary>
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|         /// Get the total buffer count (server + driver + released).
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|         /// </summary>
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|         /// <returns>Return the total buffer count</returns>
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|         private uint GetTotalBufferCount()
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|         {
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|             uint bufferCount = _bufferAppendedCount + _bufferRegisteredCount + _bufferReleasedCount;
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| 
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|             Debug.Assert(bufferCount <= Constants.AudioDeviceBufferCountMax);
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| 
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|             return bufferCount;
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|         }
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| 
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|         /// <summary>
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|         /// Register a new <see cref="AudioBuffer"/> on the server side.
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|         /// </summary>
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|         /// <param name="buffer">The <see cref="AudioBuffer"/> to register</param>
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|         /// <returns>True if the operation succeeded</returns>
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|         private bool RegisterBuffer(AudioBuffer buffer)
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|         {
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|             if (GetTotalBufferCount() == Constants.AudioDeviceBufferCountMax)
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|             {
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|                 return false;
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|             }
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| 
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|             _buffers[_serverBufferIndex] = buffer;
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|             _serverBufferIndex = (_serverBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
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|             _bufferAppendedCount++;
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| 
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|             return true;
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|         }
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| 
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|         /// <summary>
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|         /// Flush server buffers to hardware.
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|         /// </summary>
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|         private void FlushToHardware()
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|         {
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|             uint bufferToFlushCount = Math.Min(Math.Min(_bufferAppendedCount, 4), _bufferRegisteredLimit - _bufferRegisteredCount);
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| 
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|             AudioBuffer[] buffersToFlush = new AudioBuffer[bufferToFlushCount];
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| 
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|             uint hardwareBufferIndex = _hardwareBufferIndex;
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| 
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|             for (int i = 0; i < buffersToFlush.Length; i++)
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|             {
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|                 buffersToFlush[i] = _buffers[_hardwareBufferIndex];
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| 
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|                 _bufferAppendedCount--;
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|                 _bufferRegisteredCount++;
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| 
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|                 hardwareBufferIndex = (hardwareBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
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|             }
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| 
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|             _hardwareBufferIndex = hardwareBufferIndex;
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| 
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|             for (int i = 0; i < buffersToFlush.Length; i++)
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|             {
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|                 _hardwareDeviceSession.QueueBuffer(buffersToFlush[i]);
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|             }
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|         }
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| 
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|         /// <summary>
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|         /// Get the current index of the <see cref="AudioBuffer"/> playing on the driver side.
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|         /// </summary>
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|         /// <param name="playingIndex">The output index of the <see cref="AudioBuffer"/> playing on the driver side</param>
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|         /// <returns>True if any buffer is playing</returns>
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|         private bool TryGetPlayingBufferIndex(out uint playingIndex)
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|         {
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|             if (_bufferRegisteredCount > 0)
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|             {
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|                 playingIndex = (_hardwareBufferIndex - _bufferRegisteredCount) % Constants.AudioDeviceBufferCountMax;
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| 
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|                 return true;
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|             }
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| 
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|             playingIndex = 0;
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| 
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|             return false;
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|         }
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| 
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|         /// <summary>
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|         /// Try to pop the <see cref="AudioBuffer"/> playing on the driver side.
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|         /// </summary>
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|         /// <param name="buffer">The output <see cref="AudioBuffer"/> playing on the driver side</param>
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|         /// <returns>True if any buffer is playing</returns>
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|         private bool TryPopPlayingBuffer(out AudioBuffer buffer)
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|         {
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|             if (_bufferRegisteredCount > 0)
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|             {
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|                 uint bufferIndex = (_hardwareBufferIndex - _bufferRegisteredCount) % Constants.AudioDeviceBufferCountMax;
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| 
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|                 buffer = _buffers[bufferIndex];
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| 
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|                 _buffers[bufferIndex] = null;
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| 
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|                 _bufferRegisteredCount--;
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| 
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|                 return true;
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|             }
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| 
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|             buffer = null;
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| 
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|             return false;
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|         }
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| 
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|         /// <summary>
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|         /// Try to pop a <see cref="AudioBuffer"/> released by the driver side.
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|         /// </summary>
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|         /// <param name="buffer">The output <see cref="AudioBuffer"/> released by the driver side</param>
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|         /// <returns>True if any buffer has been released</returns>
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|         public bool TryPopReleasedBuffer(out AudioBuffer buffer)
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|         {
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|             if (_bufferReleasedCount > 0)
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|             {
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|                 uint bufferIndex = (_releasedBufferIndex - _bufferReleasedCount) % Constants.AudioDeviceBufferCountMax;
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| 
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|                 buffer = _buffers[bufferIndex];
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| 
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|                 _buffers[bufferIndex] = null;
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| 
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|                 _bufferReleasedCount--;
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| 
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|                 return true;
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|             }
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| 
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|             buffer = null;
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| 
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|             return false;
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|         }
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| 
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|         /// <summary>
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|         /// Release a <see cref="AudioBuffer"/>.
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|         /// </summary>
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|         /// <param name="buffer">The <see cref="AudioBuffer"/> to release</param>
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|         private void ReleaseBuffer(AudioBuffer buffer)
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|         {
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|             buffer.PlayedTimestamp = (ulong)PerformanceCounter.ElapsedNanoseconds;
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| 
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|             _bufferRegisteredCount--;
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|             _bufferReleasedCount++;
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| 
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|             _releasedBufferIndex = (_releasedBufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
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|         }
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| 
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|         /// <summary>
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|         /// Update the released buffers.
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|         /// </summary>
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|         /// <param name="updateForStop">True if the session is currently stopping</param>
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|         private void UpdateReleaseBuffers(bool updateForStop = false)
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|         {
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|             bool wasAnyBuffersReleased = false;
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| 
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|             while (TryGetPlayingBufferIndex(out uint playingIndex))
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|             {
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|                 if (!updateForStop && !_hardwareDeviceSession.WasBufferFullyConsumed(_buffers[playingIndex]))
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|                 {
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|                     break;
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|                 }
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| 
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|                 if (updateForStop)
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|                 {
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|                     _hardwareDeviceSession.UnregisterBuffer(_buffers[playingIndex]);
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|                 }
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| 
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|                 ReleaseBuffer(_buffers[playingIndex]);
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| 
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|                 wasAnyBuffersReleased = true;
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|             }
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| 
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|             if (wasAnyBuffersReleased)
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|             {
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|                 _bufferEvent.Signal();
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|             }
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|         }
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| 
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|         /// <summary>
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|         /// Append a new <see cref="AudioBuffer"/>.
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|         /// </summary>
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|         /// <param name="buffer">The <see cref="AudioBuffer"/> to append</param>
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|         /// <returns>True if the buffer was appended</returns>
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|         public bool AppendBuffer(AudioBuffer buffer)
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|         {
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|             if (_hardwareDeviceSession.RegisterBuffer(buffer))
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|             {
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|                 if (RegisterBuffer(buffer))
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|                 {
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|                     FlushToHardware();
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| 
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|                     return true;
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|                 }
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| 
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|                 _hardwareDeviceSession.UnregisterBuffer(buffer);
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|             }
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| 
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|             return false;
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|         }
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| 
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|         public bool AppendUacBuffer(AudioBuffer buffer, uint handle)
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|         {
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|             // NOTE: On hardware, there is another RegisterBuffer method taking an handle.
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|             // This variant of the call always return false (stubbed?) as a result this logic will never succeed.
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| 
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|             return false;
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|         }
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| 
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|         /// <summary>
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|         /// Start the audio session.
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|         /// </summary>
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|         /// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
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|         public ResultCode Start()
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|         {
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|             if (_state == AudioDeviceState.Started)
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|             {
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|                 return ResultCode.OperationFailed;
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|             }
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| 
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|             _hardwareDeviceSession.Start();
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| 
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|             _state = AudioDeviceState.Started;
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| 
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|             FlushToHardware();
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| 
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|             _hardwareDeviceSession.SetVolume(_volume);
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| 
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|             return ResultCode.Success;
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|         }
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| 
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|         /// <summary>
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|         /// Stop the audio session.
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|         /// </summary>
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|         /// <returns>A <see cref="ResultCode"/> reporting an error or a success</returns>
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|         public ResultCode Stop()
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|         {
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|             if (_state == AudioDeviceState.Started)
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|             {
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|                 _hardwareDeviceSession.Stop();
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| 
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|                 UpdateReleaseBuffers(true);
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| 
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|                 _state = AudioDeviceState.Stopped;
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|             }
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| 
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|             return ResultCode.Success;
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|         }
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| 
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|         /// <summary>
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|         /// Get the volume of the session.
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|         /// </summary>
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|         /// <returns>The volume of the session</returns>
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|         public float GetVolume()
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|         {
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|             return _hardwareDeviceSession.GetVolume();
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|         }
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| 
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|         /// <summary>
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|         /// Set the volume of the session.
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|         /// </summary>
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|         /// <param name="volume">The new volume to set</param>
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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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|             if (_state == AudioDeviceState.Started)
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|             {
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|                 _hardwareDeviceSession.SetVolume(volume);
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|             }
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|         }
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| 
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|         /// <summary>
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|         /// Get the count of buffer currently in use (server + driver side).
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|         /// </summary>
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|         /// <returns>The count of buffer currently in use</returns>
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|         public uint GetBufferCount()
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|         {
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|             return _bufferAppendedCount + _bufferRegisteredCount;
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|         }
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| 
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|         /// <summary>
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|         /// Check if a buffer is present.
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|         /// </summary>
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|         /// <param name="bufferTag">The unique tag of the buffer</param>
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|         /// <returns>Return true if a buffer is present</returns>
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|         public bool ContainsBuffer(ulong bufferTag)
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|         {
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|             uint bufferIndex = (_releasedBufferIndex - _bufferReleasedCount) % Constants.AudioDeviceBufferCountMax;
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| 
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|             for (int i = 0; i < GetTotalBufferCount(); i++)
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|             {
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|                 if (_buffers[bufferIndex].BufferTag == bufferTag)
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|                 {
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|                     return true;
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|                 }
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| 
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|                 bufferIndex = (bufferIndex + 1) % Constants.AudioDeviceBufferCountMax;
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|             }
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| 
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|             return false;
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|         }
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| 
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|         /// <summary>
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|         /// Get the count of sample played in this session.
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|         /// </summary>
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|         /// <returns>The count of sample played in this session</returns>
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|         public ulong GetPlayedSampleCount()
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|         {
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|             if (_state == AudioDeviceState.Stopped)
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|             {
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|                 return 0;
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|             }
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|             else
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|             {
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|                 return _hardwareDeviceSession.GetPlayedSampleCount();
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|             }
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|         }
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| 
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|         /// <summary>
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|         /// Flush all buffers to the initial state.
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|         /// </summary>
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|         /// <returns>True if any buffer was flushed</returns>
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|         public bool FlushBuffers()
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|         {
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|             if (_state == AudioDeviceState.Stopped)
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|             {
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|                 return false;
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|             }
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| 
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|             uint bufferCount = GetBufferCount();
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| 
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|             while (TryPopReleasedBuffer(out AudioBuffer buffer))
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|             {
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|                 _hardwareDeviceSession.UnregisterBuffer(buffer);
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|             }
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| 
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|             while (TryPopPlayingBuffer(out AudioBuffer buffer))
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|             {
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|                 _hardwareDeviceSession.UnregisterBuffer(buffer);
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|             }
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| 
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|             if (_bufferRegisteredCount == 0 || (_bufferReleasedCount + _bufferAppendedCount) > Constants.AudioDeviceBufferCountMax)
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|             {
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|                 return false;
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|             }
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| 
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|             _bufferReleasedCount += _bufferAppendedCount;
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|             _releasedBufferIndex = (_releasedBufferIndex + _bufferAppendedCount) % Constants.AudioDeviceBufferCountMax;
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|             _bufferAppendedCount = 0;
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|             _hardwareBufferIndex = _serverBufferIndex;
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| 
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|             if (bufferCount > 0)
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|             {
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|                 _bufferEvent.Signal();
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|             }
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| 
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|             return true;
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|         }
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| 
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|         /// <summary>
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|         /// Update the session.
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|         /// </summary>
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|         public void Update()
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|         {
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|             if (_state == AudioDeviceState.Started)
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|             {
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|                 UpdateReleaseBuffers();
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|                 FlushToHardware();
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|             }
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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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| 
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|         protected virtual void Dispose(bool disposing)
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|         {
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|             if (disposing)
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|             {
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|                 // Tell the hardware session that we are ending.
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|                 _hardwareDeviceSession.PrepareToClose();
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| 
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|                 // Unregister all buffers
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| 
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|                 while (TryPopReleasedBuffer(out AudioBuffer buffer))
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|                 {
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|                     _hardwareDeviceSession.UnregisterBuffer(buffer);
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|                 }
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| 
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|                 while (TryPopPlayingBuffer(out AudioBuffer buffer))
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|                 {
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|                     _hardwareDeviceSession.UnregisterBuffer(buffer);
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|                 }
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| 
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|                 // Finally dispose hardware session.
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|                 _hardwareDeviceSession.Dispose();
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| 
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|                 _bufferEvent.Signal();
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|             }
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|         }
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|     }
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| }
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