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* audout:u: Implement SetAudioOutVolume and GetAudioOutVolume - Implementation of `audout:u` SetAudioOutVolume and GetAudioOutVolume (checked with RE). - Add Get and Set for Volume into audio backends. - Cleanup of all audio backends to follow the `IAalOutput` structure and .NET standard. - Split OpenAL backend into 2 files for consistency. * Address comments * Fix the volume calculation
324 lines
10 KiB
C#
324 lines
10 KiB
C#
using Ryujinx.Audio.SoundIo;
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using SoundIOSharp;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Audio
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{
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/// <summary>
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/// An audio renderer that uses libsoundio as the audio backend
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/// </summary>
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public class SoundIoAudioOut : IAalOutput
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{
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/// <summary>
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/// The maximum amount of tracks we can issue simultaneously
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/// </summary>
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private const int MaximumTracks = 256;
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/// <summary>
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/// The volume of audio renderer
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/// </summary>
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private float _volume = 1.0f;
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/// <summary>
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/// True if the volume of audio renderer have changed
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/// </summary>
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private bool _volumeChanged;
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/// <summary>
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/// The <see cref="SoundIO"/> audio context
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/// </summary>
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private SoundIO _audioContext;
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/// <summary>
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/// The <see cref="SoundIODevice"/> audio device
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/// </summary>
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private SoundIODevice _audioDevice;
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/// <summary>
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/// An object pool containing <see cref="SoundIoAudioTrack"/> objects
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/// </summary>
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private SoundIoAudioTrackPool _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
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{
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get
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{
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return IsSupportedInternal();
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}
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}
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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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public SoundIoAudioOut()
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{
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_audioContext = new SoundIO();
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_audioContext.Connect();
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_audioContext.FlushEvents();
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_audioDevice = FindNonRawDefaultAudioDevice(_audioContext, true);
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_trackPool = new SoundIoAudioTrackPool(_audioContext, _audioDevice, MaximumTracks);
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}
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/// <summary>
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/// Creates a new audio track with the specified parameters
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/// </summary>
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/// <param name="sampleRate">The requested sample rate</param>
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/// <param name="channels">The requested channels</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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/// <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 (!_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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return track.TrackID;
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}
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/// <summary>
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/// Stops playback and closes the track specified by <paramref name="trackId"/>
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/// </summary>
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/// <param name="trackId">The ID of the track to close</param>
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public void CloseTrack(int trackId)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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// Close and dispose of the track
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track.Close();
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// Recycle the track back into the pool
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_trackPool.Put(track);
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}
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}
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/// <summary>
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/// Returns a value indicating whether the specified buffer is currently reserved by the specified track
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/// </summary>
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/// <param name="trackId">The track to check</param>
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/// <param name="bufferTag">The buffer tag to check</param>
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public bool ContainsBuffer(int trackId, long bufferTag)
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{
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if (_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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/// <summary>
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/// Gets a list of buffer tags the specified track is no longer reserving
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/// </summary>
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/// <param name="trackId">The track to retrieve buffer tags from</param>
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/// <param name="maxCount">The maximum amount of buffer tags to retrieve</param>
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/// <returns>Buffers released by the specified track</returns>
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public long[] GetReleasedBuffers(int trackId, int maxCount)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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List<long> bufferTags = new List<long>();
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while(maxCount-- > 0 && track.ReleasedBuffers.TryDequeue(out long tag))
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{
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bufferTags.Add(tag);
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}
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return bufferTags.ToArray();
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}
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return new long[0];
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}
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/// <summary>
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/// Appends an audio buffer to the specified track
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/// </summary>
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/// <typeparam name="T">The sample type of the buffer</typeparam>
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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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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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if (_volumeChanged)
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{
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track.AudioStream.SetVolume(_volume);
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_volumeChanged = false;
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}
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track.AppendBuffer(bufferTag, buffer);
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}
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}
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/// <summary>
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/// Starts playback
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/// </summary>
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/// <param name="trackId">The ID of the track to start playback on</param>
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public void Start(int trackId)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.Start();
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}
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}
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/// <summary>
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/// Stops playback
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/// </summary>
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/// <param name="trackId">The ID of the track to stop playback on</param>
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public void Stop(int trackId)
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{
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if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
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{
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track.Stop();
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}
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}
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/// <summary>
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/// Get playback volume
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/// </summary>
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public float GetVolume() => _volume;
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/// <summary>
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/// Set playback volume
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/// </summary>
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/// <param name="volume">The volume of the playback</param>
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public void SetVolume(float volume)
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{
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if (!_volumeChanged)
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{
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_volume = volume;
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_volumeChanged = true;
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}
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}
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/// <summary>
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/// Gets the current playback state of the specified track
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/// </summary>
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/// <param name="trackId">The track to retrieve the playback state for</param>
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public PlaybackState GetState(int trackId)
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{
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if (_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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/// <summary>
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/// Releases the unmanaged resources used by the <see cref="SoundIoAudioOut" />
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/// </summary>
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public void Dispose()
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{
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_trackPool.Dispose();
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_audioContext.Disconnect();
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_audioContext.Dispose();
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}
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/// <summary>
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/// Searches for a shared version of the default audio device
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/// </summary>
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/// <param name="audioContext">The <see cref="SoundIO"/> audio context</param>
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/// <param name="fallback">Whether to fallback to the raw default audio device if a non-raw device cannot be found</param>
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private static SoundIODevice FindNonRawDefaultAudioDevice(SoundIO audioContext, bool fallback = false)
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{
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SoundIODevice defaultAudioDevice = audioContext.GetOutputDevice(audioContext.DefaultOutputDeviceIndex);
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if (!defaultAudioDevice.IsRaw)
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{
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return defaultAudioDevice;
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}
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for (int i = 0; i < audioContext.BackendCount; i++)
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{
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SoundIODevice audioDevice = audioContext.GetOutputDevice(i);
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if (audioDevice.Id == defaultAudioDevice.Id && !audioDevice.IsRaw)
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{
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return audioDevice;
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}
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}
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return fallback ? defaultAudioDevice : null;
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}
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/// <summary>
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/// Determines if SoundIO can connect to a supported backend
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/// </summary>
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/// <returns></returns>
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private static bool IsSupportedInternal()
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{
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SoundIO context = null;
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SoundIODevice device = null;
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SoundIOOutStream stream = null;
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bool backendDisconnected = false;
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try
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{
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context = new SoundIO();
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context.OnBackendDisconnect = (i) => {
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backendDisconnected = true;
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};
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context.Connect();
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context.FlushEvents();
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if (backendDisconnected)
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{
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return false;
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}
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if (context.OutputDeviceCount == 0)
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{
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return false;
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}
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device = FindNonRawDefaultAudioDevice(context);
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if (device == null || backendDisconnected)
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{
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return false;
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}
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stream = device.CreateOutStream();
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if (stream == null || backendDisconnected)
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{
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return false;
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}
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return true;
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}
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catch
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{
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return false;
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}
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finally
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{
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if (stream != null)
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{
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stream.Dispose();
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}
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if (context != null)
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{
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context.Dispose();
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}
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}
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}
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}
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} |