Audio: Address styling nits
This commit is contained in:
parent
496f01253e
commit
77c066b4db
8 changed files with 132 additions and 97 deletions
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@ -30,7 +30,8 @@ namespace Ryujinx.Audio
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public void Stop(int trackId) { }
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public void AppendBuffer<T>(int trackID, long bufferTag, T[] buffer) where T : struct
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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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}
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@ -39,10 +40,12 @@ namespace Ryujinx.Audio
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{
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List<long> bufferTags = new List<long>();
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for (var i = 0; i < maxCount; i++)
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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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{
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break;
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}
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bufferTags.Add(tag);
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}
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@ -29,6 +29,11 @@ namespace Ryujinx.Audio
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/// </summary>
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private SoundIoAudioTrackPool m_TrackPool;
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/// <summary>
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/// True if SoundIO is supported on the device.
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/// </summary>
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public static bool IsSupported => true;
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/// <summary>
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/// Constructs a new instance of a <see cref="SoundIoAudioOut"/>
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/// </summary>
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@ -42,11 +47,6 @@ namespace Ryujinx.Audio
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m_AudioDevice = m_AudioContext.GetOutputDevice(m_AudioContext.DefaultOutputDeviceIndex);
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m_TrackPool = new SoundIoAudioTrackPool(m_AudioContext, m_AudioDevice, MaximumTracks);
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}
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/// <summary>
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/// True if SoundIO is supported on the device.
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/// </summary>
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public static bool IsSupported => true;
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/// <summary>
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/// Gets the current playback state of the specified track
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@ -55,7 +55,9 @@ namespace Ryujinx.Audio
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public PlaybackState GetState(int trackId)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.State;
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}
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return PlaybackState.Stopped;
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}
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@ -69,8 +71,10 @@ namespace Ryujinx.Audio
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/// <returns>The created track's Track ID</returns>
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public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback)
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{
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if(!m_TrackPool.TryGet(out SoundIoAudioTrack track))
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if (!m_TrackPool.TryGet(out SoundIoAudioTrack track))
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{
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return -1;
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}
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// Open the output. We currently only support 16-bit signed LE
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track.Open(sampleRate, channels, callback, SoundIOFormat.S16LE);
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@ -125,7 +129,8 @@ namespace Ryujinx.Audio
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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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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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if(m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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@ -141,7 +146,9 @@ namespace Ryujinx.Audio
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public bool ContainsBuffer(int trackId, long bufferTag)
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{
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if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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return track.ContainsBuffer(bufferTag);
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}
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return false;
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}
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@ -158,11 +165,8 @@ namespace Ryujinx.Audio
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{
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List<long> bufferTags = new List<long>();
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for(var i = 0; i < maxCount; i++)
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while(maxCount-- > 0 && track.ReleasedBuffers.TryDequeue(out long tag))
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{
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if (!track.ReleasedBuffers.TryDequeue(out long tag))
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break;
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bufferTags.Add(tag);
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}
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@ -78,28 +78,36 @@ namespace Ryujinx.Audio.SoundIo
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/// <param name="channelCount">The requested channel count of the track</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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/// <param name="format">The requested sample format of the track</param>
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public void Open(int sampleRate, int channelCount, ReleaseCallback callback, SoundIOFormat format = SoundIOFormat.S16LE)
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public void Open(
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int sampleRate,
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int channelCount,
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ReleaseCallback callback,
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SoundIOFormat format = SoundIOFormat.S16LE)
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{
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// Close any existing audio streams
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if (AudioStream != null)
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{
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Close();
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}
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if (!AudioDevice.SupportsSampleRate(sampleRate))
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{
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throw new InvalidOperationException($"This sound device does not support a sample rate of {sampleRate}Hz");
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}
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if (!AudioDevice.SupportsFormat(format))
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{
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throw new InvalidOperationException($"This sound device does not support SoundIOFormat.{Enum.GetName(typeof(SoundIOFormat), format)}");
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}
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AudioStream = AudioDevice.CreateOutStream();
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AudioStream.Name = $"SwitchAudioTrack_{TrackID}";
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AudioStream.Name = $"SwitchAudioTrack_{TrackID}";
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AudioStream.Layout = SoundIOChannelLayout.GetDefault(channelCount);
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AudioStream.Format = format;
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AudioStream.SampleRate = sampleRate;
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AudioStream.Layout = SoundIOChannelLayout.GetDefault(channelCount);
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AudioStream.Format = format;
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AudioStream.WriteCallback = WriteCallback;
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//AudioStream.ErrorCallback = ErrorCallback;
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//AudioStream.UnderflowCallback = UnderflowCallback;
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BufferReleased += callback;
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@ -113,38 +121,38 @@ namespace Ryujinx.Audio.SoundIo
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/// <param name="maxFrameCount">The maximum amount of frames that can be written to the audio backend</param>
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private unsafe void WriteCallback(int minFrameCount, int maxFrameCount)
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{
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var bytesPerFrame = AudioStream.BytesPerFrame;
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var bytesPerSample = (uint)AudioStream.BytesPerSample;
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int bytesPerFrame = AudioStream.BytesPerFrame;
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uint bytesPerSample = (uint)AudioStream.BytesPerSample;
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var bufferedFrames = m_Buffer.Length / bytesPerFrame;
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var bufferedSamples = m_Buffer.Length / bytesPerSample;
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int bufferedFrames = m_Buffer.Length / bytesPerFrame;
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long bufferedSamples = m_Buffer.Length / bytesPerSample;
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var frameCount = Math.Min(bufferedFrames, maxFrameCount);
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int frameCount = Math.Min(bufferedFrames, maxFrameCount);
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if (frameCount == 0)
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return;
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var areas = AudioStream.BeginWrite(ref frameCount);
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var channelCount = areas.ChannelCount;
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SoundIOChannelAreas areas = AudioStream.BeginWrite(ref frameCount);
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int channelCount = areas.ChannelCount;
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var samples = new byte[frameCount * bytesPerFrame];
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byte[] samples = new byte[frameCount * bytesPerFrame];
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m_Buffer.Read(samples, 0, samples.Length);
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// This is a huge ugly block of code, but we save
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// a significant amount of time over the generic
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// loop that handles other channel counts.
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// Mono
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if (channelCount == 1)
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{
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var area = areas.GetArea(0);
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SoundIOChannelArea area = areas.GetArea(0);
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fixed (byte* srcptr = samples)
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{
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if (bytesPerSample == 1)
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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((byte*)area.Pointer)[0] = srcptr[frame * bytesPerFrame];
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@ -153,7 +161,7 @@ namespace Ryujinx.Audio.SoundIo
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}
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else if (bytesPerSample == 2)
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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((short*)area.Pointer)[0] = ((short*)srcptr)[frame * bytesPerFrame >> 1];
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@ -162,7 +170,7 @@ namespace Ryujinx.Audio.SoundIo
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}
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else if (bytesPerSample == 4)
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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((int*)area.Pointer)[0] = ((int*)srcptr)[frame * bytesPerFrame >> 2];
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@ -171,7 +179,7 @@ namespace Ryujinx.Audio.SoundIo
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}
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else
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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Unsafe.CopyBlockUnaligned((byte*)area.Pointer, srcptr + (frame * bytesPerFrame), bytesPerSample);
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@ -183,14 +191,14 @@ namespace Ryujinx.Audio.SoundIo
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// Stereo
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else if (channelCount == 2)
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{
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var area1 = areas.GetArea(0);
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var area2 = areas.GetArea(1);
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SoundIOChannelArea area1 = areas.GetArea(0);
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SoundIOChannelArea area2 = areas.GetArea(1);
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fixed (byte* srcptr = samples)
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{
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if (bytesPerSample == 1)
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((byte*)area1.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 0];
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@ -204,7 +212,7 @@ namespace Ryujinx.Audio.SoundIo
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}
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else if (bytesPerSample == 2)
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((short*)area1.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 0];
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@ -218,7 +226,7 @@ namespace Ryujinx.Audio.SoundIo
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}
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else if (bytesPerSample == 4)
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((int*)area1.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 0];
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@ -232,7 +240,7 @@ namespace Ryujinx.Audio.SoundIo
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}
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else
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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Unsafe.CopyBlockUnaligned((byte*)area1.Pointer, srcptr + (frame * bytesPerFrame) + (0 * bytesPerSample), bytesPerSample);
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@ -249,18 +257,18 @@ namespace Ryujinx.Audio.SoundIo
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// Surround
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else if (channelCount == 6)
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{
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var area1 = areas.GetArea(0);
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var area2 = areas.GetArea(1);
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var area3 = areas.GetArea(2);
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var area4 = areas.GetArea(3);
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var area5 = areas.GetArea(4);
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var area6 = areas.GetArea(5);
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SoundIOChannelArea area1 = areas.GetArea(0);
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SoundIOChannelArea area2 = areas.GetArea(1);
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SoundIOChannelArea area3 = areas.GetArea(2);
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SoundIOChannelArea area4 = areas.GetArea(3);
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SoundIOChannelArea area5 = areas.GetArea(4);
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SoundIOChannelArea area6 = areas.GetArea(5);
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fixed (byte* srcptr = samples)
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{
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if (bytesPerSample == 1)
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((byte*)area1.Pointer)[0] = srcptr[(frame * bytesPerFrame) + 0];
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@ -290,7 +298,7 @@ namespace Ryujinx.Audio.SoundIo
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}
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else if (bytesPerSample == 2)
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((short*)area1.Pointer)[0] = ((short*)srcptr)[(frame * bytesPerFrame >> 1) + 0];
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@ -320,7 +328,7 @@ namespace Ryujinx.Audio.SoundIo
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}
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else if (bytesPerSample == 4)
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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((int*)area1.Pointer)[0] = ((int*)srcptr)[(frame * bytesPerFrame >> 2) + 0];
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@ -350,7 +358,7 @@ namespace Ryujinx.Audio.SoundIo
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}
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else
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (int frame = 0; frame < frameCount; frame++)
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{
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// Channel 1
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Unsafe.CopyBlockUnaligned((byte*)area1.Pointer, srcptr + (frame * bytesPerFrame) + (0 * bytesPerSample), bytesPerSample);
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@ -383,22 +391,22 @@ namespace Ryujinx.Audio.SoundIo
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// Every other channel count
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else
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{
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var channels = new SoundIOChannelArea[channelCount];
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SoundIOChannelArea[] channels = new SoundIOChannelArea[channelCount];
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// Obtain the channel area for each channel
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for (var i = 0; i < channelCount; i++)
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for (int i = 0; i < channelCount; i++)
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channels[i] = areas.GetArea(i);
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fixed (byte* srcptr = samples)
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{
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for (var frame = 0; frame < frameCount; frame++)
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for (var channel = 0; channel < areas.ChannelCount; channel++)
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{
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// Copy channel by channel, frame by frame. This is slow!
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Unsafe.CopyBlockUnaligned((byte*)channels[channel].Pointer, srcptr + (frame * bytesPerFrame) + (channel * bytesPerSample), bytesPerSample);
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for (int frame = 0; frame < frameCount; frame++)
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for (int channel = 0; channel < areas.ChannelCount; channel++)
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{
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// Copy channel by channel, frame by frame. This is slow!
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Unsafe.CopyBlockUnaligned((byte*)channels[channel].Pointer, srcptr + (frame * bytesPerFrame) + (channel * bytesPerSample), bytesPerSample);
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channels[channel].Pointer += channels[channel].Step;
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}
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channels[channel].Pointer += channels[channel].Step;
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}
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}
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}
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private void UpdateReleasedBuffers(int bytesRead)
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{
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bool bufferReleased = false;
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while (bytesRead > 0)
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{
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if (m_ReservedBuffers.TryPeek(out SoundIoBuffer buffer))
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@ -440,29 +449,15 @@ namespace Ryujinx.Audio.SoundIo
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}
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}
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/// <summary>
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/// This callback occurs when the sound device encounters an error
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/// </summary>
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private void ErrorCallback()
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{
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}
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/// <summary>
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/// This callback occurs when the sound device runs out of buffered audio data to play
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/// </summary>
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private void UnderflowCallback()
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{
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}
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/// <summary>
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/// Starts audio playback
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/// </summary>
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public void Start()
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{
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if (AudioStream == null)
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{
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return;
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}
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AudioStream.Start();
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AudioStream.Pause(false);
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@ -476,7 +471,9 @@ namespace Ryujinx.Audio.SoundIo
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public void Stop()
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{
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if (AudioStream == null)
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{
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return;
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}
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AudioStream.Pause(true);
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AudioContext.FlushEvents();
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@ -492,13 +489,15 @@ namespace Ryujinx.Audio.SoundIo
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public void AppendBuffer<T>(long bufferTag, T[] buffer)
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{
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if (AudioStream == null)
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{
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return;
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}
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// Calculate the size of the audio samples
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var size = Unsafe.SizeOf<T>();
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int size = Unsafe.SizeOf<T>();
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// Calculate the amount of bytes to copy from the buffer
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var bytesToCopy = size * buffer.Length;
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int bytesToCopy = size * buffer.Length;
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// Copy the memory to our ring buffer
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m_Buffer.Write(buffer, 0, bytesToCopy);
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@ -30,7 +30,14 @@ namespace Ryujinx.Audio.SoundIo
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/// </summary>
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private SoundIODevice m_Device;
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/// <summary>
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///
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/// </summary>
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private ConcurrentQueue<SoundIoAudioTrack> m_Queue;
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/// <summary>
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///
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/// </summary>
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private ConcurrentDictionary<int, SoundIoAudioTrack> m_TrackList;
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/// <summary>
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@ -54,11 +61,12 @@ namespace Ryujinx.Audio.SoundIo
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/// <param name="maxSize">The maximum amount of tracks that can be created</param>
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public SoundIoAudioTrackPool(SoundIO context, SoundIODevice device, int maxSize)
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{
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m_Size = 0;
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m_Context = context;
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m_Device = device;
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m_Size = 0;
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m_Device = device;
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m_MaxSize = maxSize;
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m_Queue = new ConcurrentQueue<SoundIoAudioTrack>();
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m_Queue = new ConcurrentQueue<SoundIoAudioTrack>();
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m_TrackList = new ConcurrentDictionary<int, SoundIoAudioTrack>();
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}
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@ -74,7 +82,7 @@ namespace Ryujinx.Audio.SoundIo
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var trackCollection = Enumerable.Range(0, initialCapacity)
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.Select(TrackFactory);
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m_Size = initialCapacity;
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m_Size = initialCapacity;
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m_Queue = new ConcurrentQueue<SoundIoAudioTrack>(trackCollection);
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}
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@ -87,7 +95,7 @@ namespace Ryujinx.Audio.SoundIo
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private SoundIoAudioTrack TrackFactory(int trackId)
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{
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// Create a new AudioTrack
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var track = new SoundIoAudioTrack(trackId, m_Context, m_Device);
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SoundIoAudioTrack track = new SoundIoAudioTrack(trackId, m_Context, m_Device);
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// Keep track of issued tracks
|
||||
m_TrackList[trackId] = track;
|
||||
|
@ -103,11 +111,15 @@ namespace Ryujinx.Audio.SoundIo
|
|||
{
|
||||
// If we have a track available, reuse it
|
||||
if (m_Queue.TryDequeue(out SoundIoAudioTrack track))
|
||||
{
|
||||
return track;
|
||||
|
||||
}
|
||||
|
||||
// Have we reached the maximum size of our pool?
|
||||
if (m_Size >= m_MaxSize)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
// We don't have any pooled tracks, so create a new one
|
||||
return TrackFactory(m_Size++);
|
||||
|
@ -120,7 +132,9 @@ namespace Ryujinx.Audio.SoundIo
|
|||
public SoundIoAudioTrack Get(int trackId)
|
||||
{
|
||||
if (m_TrackList.TryGetValue(trackId, out SoundIoAudioTrack track))
|
||||
{
|
||||
return track;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
@ -133,6 +147,7 @@ namespace Ryujinx.Audio.SoundIo
|
|||
public bool TryGet(out SoundIoAudioTrack track)
|
||||
{
|
||||
track = Get();
|
||||
|
||||
return track != null;
|
||||
}
|
||||
|
||||
|
|
|
@ -22,7 +22,7 @@
|
|||
/// <param name="length">The size of the buffer</param>
|
||||
public SoundIoBuffer(long tag, int length)
|
||||
{
|
||||
Tag = tag;
|
||||
Tag = tag;
|
||||
Length = length;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,10 +8,10 @@ namespace Ryujinx.Audio.SoundIo
|
|||
internal class SoundIoRingBuffer
|
||||
{
|
||||
private byte[] m_Buffer;
|
||||
private int m_HeadOffset;
|
||||
private int m_TailOffset;
|
||||
private int m_Size;
|
||||
|
||||
private int m_Size;
|
||||
private int m_HeadOffset;
|
||||
private int m_TailOffset;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the available bytes in the ring buffer
|
||||
/// </summary>
|
||||
|
@ -42,7 +42,7 @@ namespace Ryujinx.Audio.SoundIo
|
|||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
m_Size = 0;
|
||||
m_Size = 0;
|
||||
m_HeadOffset = 0;
|
||||
m_TailOffset = 0;
|
||||
}
|
||||
|
@ -56,10 +56,14 @@ namespace Ryujinx.Audio.SoundIo
|
|||
lock (this)
|
||||
{
|
||||
if (size > m_Size)
|
||||
{
|
||||
size = m_Size;
|
||||
}
|
||||
|
||||
if (size == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
m_HeadOffset = (m_HeadOffset + size) % m_Buffer.Length;
|
||||
m_Size -= size;
|
||||
|
@ -94,7 +98,7 @@ namespace Ryujinx.Audio.SoundIo
|
|||
}
|
||||
}
|
||||
|
||||
m_Buffer = buffer;
|
||||
m_Buffer = buffer;
|
||||
m_HeadOffset = 0;
|
||||
m_TailOffset = m_Size;
|
||||
}
|
||||
|
@ -109,7 +113,9 @@ namespace Ryujinx.Audio.SoundIo
|
|||
public void Write<T>(T[] buffer, int index, int count)
|
||||
{
|
||||
if (count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
lock (this)
|
||||
{
|
||||
|
@ -154,10 +160,14 @@ namespace Ryujinx.Audio.SoundIo
|
|||
lock (this)
|
||||
{
|
||||
if (count > m_Size)
|
||||
{
|
||||
count = m_Size;
|
||||
}
|
||||
|
||||
if (count == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (m_HeadOffset < m_TailOffset)
|
||||
{
|
||||
|
|
|
@ -318,11 +318,9 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
|
|||
continue;
|
||||
}
|
||||
|
||||
int OutOffset = 0;
|
||||
|
||||
int PendingSamples = MixBufferSamplesCount;
|
||||
|
||||
float Volume = Voice.Volume;
|
||||
int OutOffset = 0;
|
||||
int PendingSamples = MixBufferSamplesCount;
|
||||
float Volume = Voice.Volume;
|
||||
|
||||
while (PendingSamples > 0)
|
||||
{
|
||||
|
@ -419,7 +417,7 @@ namespace Ryujinx.HLE.HOS.Services.Aud.AudioRenderer
|
|||
// Perform Saturation using SSE2 if supported
|
||||
if (Sse2.IsSupported)
|
||||
{
|
||||
fixed (int* inptr = Buffer)
|
||||
fixed (int* inptr = Buffer)
|
||||
fixed (short* outptr = Output)
|
||||
{
|
||||
for (; Offset + 32 <= Buffer.Length; Offset += 32)
|
||||
|
|
|
@ -93,11 +93,17 @@ namespace Ryujinx
|
|||
private static IAalOutput InitializeAudioEngine()
|
||||
{
|
||||
if (SoundIoAudioOut.IsSupported)
|
||||
{
|
||||
return new SoundIoAudioOut();
|
||||
}
|
||||
else if (OpenALAudioOut.IsSupported)
|
||||
{
|
||||
return new OpenALAudioOut();
|
||||
|
||||
return new DummyAudioOut();
|
||||
}
|
||||
else
|
||||
{
|
||||
return new DummyAudioOut();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue