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https://github.com/yuzu-mirror/yuzu
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ec0ce96c56
* core_timing: Use better reference tracking for EventType. - Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects. - Removes need for unique names - we won't be using this for save states anyways.
141 lines
3.9 KiB
C++
141 lines
3.9 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cmath>
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#include "audio_core/sink.h"
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#include "audio_core/sink_details.h"
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#include "audio_core/sink_stream.h"
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#include "audio_core/stream.h"
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "core/core_timing.h"
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#include "core/core_timing_util.h"
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#include "core/settings.h"
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namespace AudioCore {
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constexpr std::size_t MaxAudioBufferCount{32};
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u32 Stream::GetNumChannels() const {
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switch (format) {
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case Format::Mono16:
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return 1;
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case Format::Stereo16:
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return 2;
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case Format::Multi51Channel16:
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return 6;
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}
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UNIMPLEMENTED_MSG("Unimplemented format={}", static_cast<u32>(format));
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return {};
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}
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Stream::Stream(Core::Timing::CoreTiming& core_timing, u32 sample_rate, Format format,
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ReleaseCallback&& release_callback, SinkStream& sink_stream, std::string&& name_)
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: sample_rate{sample_rate}, format{format}, release_callback{std::move(release_callback)},
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sink_stream{sink_stream}, core_timing{core_timing}, name{std::move(name_)} {
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release_event = Core::Timing::CreateEvent(
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name, [this](u64 userdata, s64 cycles_late) { ReleaseActiveBuffer(); });
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}
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void Stream::Play() {
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state = State::Playing;
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PlayNextBuffer();
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}
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void Stream::Stop() {
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state = State::Stopped;
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UNIMPLEMENTED();
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}
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void Stream::SetVolume(float volume) {
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game_volume = volume;
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}
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Stream::State Stream::GetState() const {
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return state;
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}
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s64 Stream::GetBufferReleaseCycles(const Buffer& buffer) const {
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const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
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const auto us =
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std::chrono::microseconds((static_cast<u64>(num_samples) * 1000000) / sample_rate);
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return Core::Timing::usToCycles(us);
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}
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static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
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const float volume{std::clamp(Settings::values.volume - (1.0f - game_volume), 0.0f, 1.0f)};
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if (volume == 1.0f) {
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return;
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}
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// Implementation of a volume slider with a dynamic range of 60 dB
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const float volume_scale_factor = volume == 0 ? 0 : std::exp(6.90775f * volume) * 0.001f;
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for (auto& sample : samples) {
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sample = static_cast<s16>(sample * volume_scale_factor);
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}
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}
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void Stream::PlayNextBuffer() {
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if (!IsPlaying()) {
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// Ensure we are in playing state before playing the next buffer
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sink_stream.Flush();
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return;
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}
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if (active_buffer) {
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// Do not queue a new buffer if we are already playing a buffer
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return;
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}
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if (queued_buffers.empty()) {
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// No queued buffers - we are effectively paused
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sink_stream.Flush();
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return;
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}
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active_buffer = queued_buffers.front();
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queued_buffers.pop();
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VolumeAdjustSamples(active_buffer->GetSamples(), game_volume);
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sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
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core_timing.ScheduleEvent(GetBufferReleaseCycles(*active_buffer), release_event, {});
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}
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void Stream::ReleaseActiveBuffer() {
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ASSERT(active_buffer);
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released_buffers.push(std::move(active_buffer));
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release_callback();
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PlayNextBuffer();
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}
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bool Stream::QueueBuffer(BufferPtr&& buffer) {
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if (queued_buffers.size() < MaxAudioBufferCount) {
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queued_buffers.push(std::move(buffer));
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PlayNextBuffer();
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return true;
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}
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return false;
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}
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bool Stream::ContainsBuffer(Buffer::Tag tag) const {
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UNIMPLEMENTED();
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return {};
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}
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std::vector<Buffer::Tag> Stream::GetTagsAndReleaseBuffers(std::size_t max_count) {
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std::vector<Buffer::Tag> tags;
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for (std::size_t count = 0; count < max_count && !released_buffers.empty(); ++count) {
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tags.push_back(released_buffers.front()->GetTag());
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released_buffers.pop();
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}
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return tags;
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}
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} // namespace AudioCore
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