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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
181 lines
4.9 KiB
C#
181 lines
4.9 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.Dsp.Command;
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using System.Diagnostics;
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namespace Ryujinx.Audio.Renderer.Server
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{
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/// <summary>
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/// <see cref="ICommandProcessingTimeEstimator"/> version 1.
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/// </summary>
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public class CommandProcessingTimeEstimatorVersion1 : ICommandProcessingTimeEstimator
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{
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private uint _sampleCount;
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private uint _bufferCount;
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public CommandProcessingTimeEstimatorVersion1(uint sampleCount, uint bufferCount)
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{
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_sampleCount = sampleCount;
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_bufferCount = bufferCount;
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}
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public uint Estimate(PerformanceCommand command)
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{
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return 1454;
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}
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public uint Estimate(ClearMixBufferCommand command)
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{
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return (uint)(_sampleCount * 0.83f * _bufferCount * 1.2f);
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}
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public uint Estimate(BiquadFilterCommand command)
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{
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return (uint)(_sampleCount * 58.0f * 1.2f);
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}
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public uint Estimate(MixRampGroupedCommand command)
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{
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int volumeCount = 0;
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for (int i = 0; i < command.MixBufferCount; i++)
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{
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if (command.Volume0[i] != 0.0f || command.Volume1[i] != 0.0f)
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{
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volumeCount++;
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}
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}
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return (uint)(_sampleCount * 14.4f * 1.2f * volumeCount);
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}
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public uint Estimate(MixRampCommand command)
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{
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return (uint)(_sampleCount * 14.4f * 1.2f);
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}
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public uint Estimate(DepopPrepareCommand command)
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{
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return 1080;
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}
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public uint Estimate(VolumeRampCommand command)
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{
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return (uint)(_sampleCount * 9.8f * 1.2f);
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}
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public uint Estimate(PcmInt16DataSourceCommandVersion1 command)
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{
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return (uint)(command.Pitch * 0.25f * 1.2f);
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}
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public uint Estimate(AdpcmDataSourceCommandVersion1 command)
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{
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return (uint)(command.Pitch * 0.46f * 1.2f);
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}
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public uint Estimate(DepopForMixBuffersCommand command)
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{
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return (uint)(_sampleCount * 8.9f * command.MixBufferCount);
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}
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public uint Estimate(CopyMixBufferCommand command)
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{
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// NOTE: Nintendo returns 0 here for some reasons even if it will generate a command like that on version 1.. maybe a mistake?
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return 0;
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}
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public uint Estimate(MixCommand command)
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{
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return (uint)(_sampleCount * 10.0f * 1.2f);
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}
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public uint Estimate(DelayCommand command)
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{
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return (uint)(_sampleCount * command.Parameter.ChannelCount * 202.5f);
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}
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public uint Estimate(ReverbCommand command)
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{
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Debug.Assert(command.Parameter.IsChannelCountValid());
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if (command.Enabled)
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{
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return (uint)(750 * _sampleCount * command.Parameter.ChannelCount * 1.2f);
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}
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return 0;
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}
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public uint Estimate(Reverb3dCommand command)
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{
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if (command.Enabled)
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{
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return (uint)(530 * _sampleCount * command.Parameter.ChannelCount * 1.2f);
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}
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return 0;
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}
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public uint Estimate(AuxiliaryBufferCommand command)
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{
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if (command.Enabled)
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{
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return 15956;
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}
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return 3765;
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}
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public uint Estimate(VolumeCommand command)
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{
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return (uint)(_sampleCount * 8.8f * 1.2f);
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}
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public uint Estimate(CircularBufferSinkCommand command)
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{
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return 55;
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}
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public uint Estimate(DownMixSurroundToStereoCommand command)
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{
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return 16108;
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}
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public uint Estimate(UpsampleCommand command)
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{
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return 357915;
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}
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public uint Estimate(DeviceSinkCommand command)
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{
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return 10042;
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}
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public uint Estimate(PcmFloatDataSourceCommandVersion1 command)
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{
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return 0;
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}
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public uint Estimate(DataSourceVersion2Command command)
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{
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return 0;
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}
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}
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}
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