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* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
98 lines
3.6 KiB
C#
98 lines
3.6 KiB
C#
//
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// Copyright (c) 2019-2020 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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namespace Ryujinx.Audio.Renderer.Server.Performance
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{
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/// <summary>
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/// The header of a performance frame.
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/// </summary>
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public interface IPerformanceHeader
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{
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/// <summary>
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/// Get the entry count offset in this structure.
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/// </summary>
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/// <returns>The entry count offset in this structure.</returns>
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int GetEntryCountOffset();
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/// <summary>
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/// Set the DSP running behind flag.
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/// </summary>
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/// <param name="isRunningBehind">The flag.</param>
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void SetDspRunningBehind(bool isRunningBehind);
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/// <summary>
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/// Set the count of voices that were dropped.
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/// </summary>
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/// <param name="voiceCount">The count of voices that were dropped.</param>
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void SetVoiceDropCount(uint voiceCount);
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/// <summary>
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/// Set the start ticks of the <see cref="Dsp.AudioProcessor"/>. (before sending commands)
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/// </summary>
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/// <param name="startTicks">The start ticks of the <see cref="Dsp.AudioProcessor"/>. (before sending commands)</param>
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void SetStartRenderingTicks(ulong startTicks);
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/// <summary>
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/// Set the header magic.
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/// </summary>
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/// <param name="magic">The header magic.</param>
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void SetMagic(uint magic);
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/// <summary>
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/// Set the offset of the next performance header.
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/// </summary>
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/// <param name="nextOffset">The offset of the next performance header.</param>
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void SetNextOffset(int nextOffset);
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/// <summary>
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/// Set the total time taken by all the commands profiled.
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/// </summary>
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/// <param name="totalProcessingTime">The total time taken by all the commands profiled.</param>
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void SetTotalProcessingTime(int totalProcessingTime);
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/// <summary>
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/// Set the index of this performance frame.
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/// </summary>
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/// <param name="index">The index of this performance frame.</param>
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void SetIndex(uint index);
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/// <summary>
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/// Get the total count of entries in this frame.
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/// </summary>
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/// <returns>The total count of entries in this frame.</returns>
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int GetEntryCount();
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/// <summary>
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/// Get the total count of detailed entries in this frame.
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/// </summary>
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/// <returns>The total count of detailed entries in this frame.</returns>
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int GetEntryDetailCount();
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/// <summary>
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/// Set the total count of entries in this frame.
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/// </summary>
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/// <param name="entryCount">The total count of entries in this frame.</param>
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void SetEntryCount(int entryCount);
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/// <summary>
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/// Set the total count of detailed entries in this frame.
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/// </summary>
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/// <param name="entryDetailCount">The total count of detailed entries in this frame.</param>
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void SetEntryDetailCount(int entryDetailCount);
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}
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}
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