using Ryujinx.Audio.SoundIo; using SoundIOSharp; using System.Collections.Generic; namespace Ryujinx.Audio { /// <summary> /// An audio renderer that uses libsoundio as the audio backend /// </summary> public class SoundIoAudioOut : IAalOutput { /// <summary> /// The maximum amount of tracks we can issue simultaneously /// </summary> private const int MaximumTracks = 256; /// <summary> /// The <see cref="SoundIO"/> audio context /// </summary> private SoundIO _audioContext; /// <summary> /// The <see cref="SoundIODevice"/> audio device /// </summary> private SoundIODevice _audioDevice; /// <summary> /// An object pool containing <see cref="SoundIoAudioTrack"/> objects /// </summary> private SoundIoAudioTrackPool _trackPool; /// <summary> /// True if SoundIO is supported on the device /// </summary> public static bool IsSupported { get { return IsSupportedInternal(); } } /// <summary> /// Constructs a new instance of a <see cref="SoundIoAudioOut"/> /// </summary> public SoundIoAudioOut() { _audioContext = new SoundIO(); _audioContext.Connect(); _audioContext.FlushEvents(); _audioDevice = FindNonRawDefaultAudioDevice(_audioContext, true); _trackPool = new SoundIoAudioTrackPool(_audioContext, _audioDevice, MaximumTracks); } public bool SupportsChannelCount(int channels) { return _audioDevice.SupportsChannelCount(channels); } /// <summary> /// Creates a new audio track with the specified parameters /// </summary> /// <param name="sampleRate">The requested sample rate</param> /// <param name="hardwareChannels">The requested hardware channels</param> /// <param name="virtualChannels">The requested virtual channels</param> /// <param name="callback">A <see cref="ReleaseCallback" /> that represents the delegate to invoke when a buffer has been released by the audio track</param> /// <returns>The created track's Track ID</returns> public int OpenHardwareTrack(int sampleRate, int hardwareChannels, int virtualChannels, ReleaseCallback callback) { if (!_trackPool.TryGet(out SoundIoAudioTrack track)) { return -1; } // Open the output. We currently only support 16-bit signed LE track.Open(sampleRate, hardwareChannels, virtualChannels, callback, SoundIOFormat.S16LE); return track.TrackID; } /// <summary> /// Stops playback and closes the track specified by <paramref name="trackId"/> /// </summary> /// <param name="trackId">The ID of the track to close</param> public void CloseTrack(int trackId) { if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track)) { // Close and dispose of the track track.Close(); // Recycle the track back into the pool _trackPool.Put(track); } } /// <summary> /// Returns a value indicating whether the specified buffer is currently reserved by the specified track /// </summary> /// <param name="trackId">The track to check</param> /// <param name="bufferTag">The buffer tag to check</param> public bool ContainsBuffer(int trackId, long bufferTag) { if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track)) { return track.ContainsBuffer(bufferTag); } return false; } /// <summary> /// Gets a list of buffer tags the specified track is no longer reserving /// </summary> /// <param name="trackId">The track to retrieve buffer tags from</param> /// <param name="maxCount">The maximum amount of buffer tags to retrieve</param> /// <returns>Buffers released by the specified track</returns> public long[] GetReleasedBuffers(int trackId, int maxCount) { if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track)) { List<long> bufferTags = new List<long>(); while(maxCount-- > 0 && track.ReleasedBuffers.TryDequeue(out long tag)) { bufferTags.Add(tag); } return bufferTags.ToArray(); } 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)) { 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 track buffer count /// </summary> /// <param name="trackId">The ID of the track to get buffer count</param> public uint GetBufferCount(int trackId) { if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track)) { return track.BufferCount; } return 0; } /// <summary> /// Get track played sample count /// </summary> /// <param name="trackId">The ID of the track to get played sample</param> public ulong GetPlayedSampleCount(int trackId) { if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track)) { return track.PlayedSampleCount; } return 0; } /// <summary> /// Flush all track buffers /// </summary> /// <param name="trackId">The ID of the track to flush</param> public bool FlushBuffers(int trackId) { if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track)) { return track.FlushBuffers(); } return false; } /// <summary> /// Set track volume /// </summary> /// <param name="volume">The volume of the playback</param> public void SetVolume(int trackId, float volume) { if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track)) { track.AudioStream.SetVolume(volume); } } /// <summary> /// Get track volume /// </summary> public float GetVolume(int trackId) { if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track)) { return track.AudioStream.Volume; } return 1.0f; } /// <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() { _trackPool.Dispose(); _audioContext.Disconnect(); _audioContext.Dispose(); } /// <summary> /// Searches for a shared version of the default audio device /// </summary> /// <param name="audioContext">The <see cref="SoundIO"/> audio context</param> /// <param name="fallback">Whether to fallback to the raw default audio device if a non-raw device cannot be found</param> private static SoundIODevice FindNonRawDefaultAudioDevice(SoundIO audioContext, bool fallback = false) { SoundIODevice defaultAudioDevice = audioContext.GetOutputDevice(audioContext.DefaultOutputDeviceIndex); if (!defaultAudioDevice.IsRaw) { return defaultAudioDevice; } for (int i = 0; i < audioContext.BackendCount; i++) { SoundIODevice audioDevice = audioContext.GetOutputDevice(i); if (audioDevice.Id == defaultAudioDevice.Id && !audioDevice.IsRaw) { return audioDevice; } } return fallback ? defaultAudioDevice : null; } /// <summary> /// Determines if SoundIO can connect to a supported backend /// </summary> /// <returns></returns> private static bool IsSupportedInternal() { SoundIO context = null; SoundIODevice device = null; SoundIOOutStream stream = null; bool backendDisconnected = false; try { context = new SoundIO(); context.OnBackendDisconnect = (i) => { backendDisconnected = true; }; context.Connect(); context.FlushEvents(); if (backendDisconnected) { return false; } if (context.OutputDeviceCount == 0) { return false; } device = FindNonRawDefaultAudioDevice(context); if (device == null || backendDisconnected) { return false; } stream = device.CreateOutStream(); if (stream == null || backendDisconnected) { return false; } return true; } catch { return false; } finally { if (stream != null) { stream.Dispose(); } if (context != null) { context.Dispose(); } } } } }