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f556c80d02
* Haydn: Part 1 Based on my reverse of audio 11.0.0. As always, core implementation under LGPLv3 for the same reasons as for Amadeus. This place the bases of a more flexible audio system while making audout & audin accurate. This have the following improvements: - Complete reimplementation of audout and audin. - Audin currently only have a dummy backend. - Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL). - Audio Renderer now can output to 5.1 devices when supported. - Audio Renderer init its backend on demand instead of keeping two up all the time. - All backends implementation are now in their own project. - Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this. As a note, games having issues with OpenAL haven't improved and will not because of OpenAL design (stopping when buffers finish playing causing possible audio "pops" when buffers are very small). * Update for latest hexkyz's edits on Switchbrew * audren: Rollback channel configuration changes * Address gdkchan's comments * Fix typo in OpenAL backend driver * Address last comments * Fix a nit * Address gdkchan's comments
107 lines
3.6 KiB
C#
107 lines
3.6 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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using System;
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namespace Ryujinx.Audio.Renderer.Dsp.Command
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{
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public class MixRampGroupedCommand : ICommand
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{
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public bool Enabled { get; set; }
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public int NodeId { get; }
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public CommandType CommandType => CommandType.MixRampGrouped;
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public ulong EstimatedProcessingTime { get; set; }
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public uint MixBufferCount { get; }
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public ushort[] InputBufferIndices { get; }
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public ushort[] OutputBufferIndices { get; }
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public float[] Volume0 { get; }
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public float[] Volume1 { get; }
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public Memory<VoiceUpdateState> State { get; }
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public MixRampGroupedCommand(uint mixBufferCount, uint inputBufferIndex, uint outputBufferIndex, Span<float> volume0, Span<float> volume1, Memory<VoiceUpdateState> state, int nodeId)
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{
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Enabled = true;
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MixBufferCount = mixBufferCount;
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NodeId = nodeId;
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InputBufferIndices = new ushort[Constants.MixBufferCountMax];
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OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
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Volume0 = new float[Constants.MixBufferCountMax];
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Volume1 = new float[Constants.MixBufferCountMax];
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for (int i = 0; i < mixBufferCount; i++)
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{
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InputBufferIndices[i] = (ushort)inputBufferIndex;
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OutputBufferIndices[i] = (ushort)(outputBufferIndex + i);
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Volume0[i] = volume0[i];
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Volume1[i] = volume1[i];
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}
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State = state;
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}
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private float ProcessMixRampGrouped(Span<float> outputBuffer, ReadOnlySpan<float> inputBuffer, float volume0, float volume1, int sampleCount)
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{
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float ramp = (volume1 - volume0) / sampleCount;
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float volume = volume0;
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float state = 0;
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for (int i = 0; i < sampleCount; i++)
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{
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state = FloatingPointHelper.MultiplyRoundUp(inputBuffer[i], volume);
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outputBuffer[i] += state;
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volume += ramp;
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}
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return state;
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}
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public void Process(CommandList context)
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{
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for (int i = 0; i < MixBufferCount; i++)
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{
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ReadOnlySpan<float> inputBuffer = context.GetBuffer(InputBufferIndices[i]);
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Span<float> outputBuffer = context.GetBuffer(OutputBufferIndices[i]);
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float volume0 = Volume0[i];
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float volume1 = Volume1[i];
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ref VoiceUpdateState state = ref State.Span[0];
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if (volume0 != 0 || volume1 != 0)
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{
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state.LastSamples[i] = ProcessMixRampGrouped(outputBuffer, inputBuffer, volume0, volume1, (int)context.SampleCount);
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}
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else
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{
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state.LastSamples[i] = 0;
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}
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}
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}
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}
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}
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