using Ryujinx.Audio; using Ryujinx.Cpu; using Ryujinx.HLE.HOS.Ipc; using Ryujinx.HLE.HOS.Kernel.Common; using Ryujinx.HLE.HOS.Kernel.Threading; using System; namespace Ryujinx.HLE.HOS.Services.Audio.AudioOutManager { class IAudioOut : IpcService, IDisposable { private IAalOutput _audioOut; private KEvent _releaseEvent; private int _track; public IAudioOut(IAalOutput audioOut, KEvent releaseEvent, int track) { _audioOut = audioOut; _releaseEvent = releaseEvent; _track = track; } [Command(0)] // GetAudioOutState() -> u32 state public ResultCode GetAudioOutState(ServiceCtx context) { context.ResponseData.Write((int)_audioOut.GetState(_track)); return ResultCode.Success; } [Command(1)] // StartAudioOut() public ResultCode StartAudioOut(ServiceCtx context) { _audioOut.Start(_track); return ResultCode.Success; } [Command(2)] // StopAudioOut() public ResultCode StopAudioOut(ServiceCtx context) { _audioOut.Stop(_track); return ResultCode.Success; } [Command(3)] // AppendAudioOutBuffer(u64 tag, buffer) public ResultCode AppendAudioOutBuffer(ServiceCtx context) { return AppendAudioOutBufferImpl(context, context.Request.SendBuff[0].Position); } [Command(4)] // RegisterBufferEvent() -> handle public ResultCode RegisterBufferEvent(ServiceCtx context) { if (context.Process.HandleTable.GenerateHandle(_releaseEvent.ReadableEvent, out int handle) != KernelResult.Success) { throw new InvalidOperationException("Out of handles!"); } context.Response.HandleDesc = IpcHandleDesc.MakeCopy(handle); return ResultCode.Success; } [Command(5)] // GetReleasedAudioOutBuffer() -> (u32 count, buffer) public ResultCode GetReleasedAudioOutBuffer(ServiceCtx context) { long position = context.Request.ReceiveBuff[0].Position; long size = context.Request.ReceiveBuff[0].Size; return GetReleasedAudioOutBufferImpl(context, position, size); } [Command(6)] // ContainsAudioOutBuffer(u64 tag) -> b8 public ResultCode ContainsAudioOutBuffer(ServiceCtx context) { long tag = context.RequestData.ReadInt64(); context.ResponseData.Write(_audioOut.ContainsBuffer(_track, tag) ? 1 : 0); return 0; } [Command(7)] // 3.0.0+ // AppendAudioOutBufferAuto(u64 tag, buffer) public ResultCode AppendAudioOutBufferAuto(ServiceCtx context) { (long position, long size) = context.Request.GetBufferType0x21(); return AppendAudioOutBufferImpl(context, position); } public ResultCode AppendAudioOutBufferImpl(ServiceCtx context, long position) { long tag = context.RequestData.ReadInt64(); AudioOutData data = MemoryHelper.Read( context.Memory, position); byte[] buffer = new byte[data.SampleBufferSize]; context.Memory.Read((ulong)data.SampleBufferPtr, buffer); _audioOut.AppendBuffer(_track, tag, buffer); return ResultCode.Success; } [Command(8)] // 3.0.0+ // GetReleasedAudioOutBufferAuto() -> (u32 count, buffer) public ResultCode GetReleasedAudioOutBufferAuto(ServiceCtx context) { (long position, long size) = context.Request.GetBufferType0x22(); return GetReleasedAudioOutBufferImpl(context, position, size); } public ResultCode GetReleasedAudioOutBufferImpl(ServiceCtx context, long position, long size) { uint count = (uint)((ulong)size >> 3); long[] releasedBuffers = _audioOut.GetReleasedBuffers(_track, (int)count); for (uint index = 0; index < count; index++) { long tag = 0; if (index < releasedBuffers.Length) { tag = releasedBuffers[index]; } context.Memory.Write((ulong)(position + index * 8), tag); } context.ResponseData.Write(releasedBuffers.Length); return ResultCode.Success; } [Command(12)] // 6.0.0+ // SetAudioOutVolume(s32) public ResultCode SetAudioOutVolume(ServiceCtx context) { // Games send a gain value here, so we need to apply it on the current volume value. float gain = context.RequestData.ReadSingle(); float currentVolume = _audioOut.GetVolume(); float newVolume = Math.Clamp(currentVolume + gain, 0.0f, 1.0f); _audioOut.SetVolume(newVolume); return ResultCode.Success; } [Command(13)] // 6.0.0+ // GetAudioOutVolume() -> s32 public ResultCode GetAudioOutVolume(ServiceCtx context) { float volume = _audioOut.GetVolume(); context.ResponseData.Write(volume); return ResultCode.Success; } public void Dispose() { Dispose(true); } protected virtual void Dispose(bool disposing) { if (disposing) { _audioOut.CloseTrack(_track); } } } }