SDL2HardwareDeviceSession.cs 7.4 KB

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  1. using Ryujinx.Audio.Backends.Common;
  2. using Ryujinx.Audio.Common;
  3. using Ryujinx.Common.Logging;
  4. using Ryujinx.Memory;
  5. using System;
  6. using System.Collections.Concurrent;
  7. using System.Runtime.InteropServices;
  8. using System.Threading;
  9. using static SDL2.SDL;
  10. namespace Ryujinx.Audio.Backends.SDL2
  11. {
  12. class SDL2HardwareDeviceSession : HardwareDeviceSessionOutputBase
  13. {
  14. private SDL2HardwareDeviceDriver _driver;
  15. private ConcurrentQueue<SDL2AudioBuffer> _queuedBuffers;
  16. private DynamicRingBuffer _ringBuffer;
  17. private ulong _playedSampleCount;
  18. private ManualResetEvent _updateRequiredEvent;
  19. private uint _outputStream;
  20. private SDL_AudioCallback _callbackDelegate;
  21. private int _bytesPerFrame;
  22. private uint _sampleCount;
  23. private bool _started;
  24. private float _volume;
  25. private ushort _nativeSampleFormat;
  26. public SDL2HardwareDeviceSession(SDL2HardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
  27. {
  28. _driver = driver;
  29. _updateRequiredEvent = _driver.GetUpdateRequiredEvent();
  30. _queuedBuffers = new ConcurrentQueue<SDL2AudioBuffer>();
  31. _ringBuffer = new DynamicRingBuffer();
  32. _callbackDelegate = Update;
  33. _bytesPerFrame = BackendHelper.GetSampleSize(RequestedSampleFormat) * (int)RequestedChannelCount;
  34. _nativeSampleFormat = SDL2HardwareDeviceDriver.GetSDL2Format(RequestedSampleFormat);
  35. _sampleCount = uint.MaxValue;
  36. _started = false;
  37. _volume = 1.0f;
  38. }
  39. private void EnsureAudioStreamSetup(AudioBuffer buffer)
  40. {
  41. bool needAudioSetup = _outputStream == 0 || ((uint)GetSampleCount(buffer) % _sampleCount) != 0;
  42. if (needAudioSetup)
  43. {
  44. _sampleCount = Math.Max(Constants.TargetSampleCount, (uint)GetSampleCount(buffer));
  45. uint newOutputStream = SDL2HardwareDeviceDriver.OpenStream(RequestedSampleFormat, RequestedSampleRate, RequestedChannelCount, _sampleCount, _callbackDelegate);
  46. if (newOutputStream == 0)
  47. {
  48. // No stream in place, this is unexpected.
  49. throw new InvalidOperationException($"OpenStream failed with error: \"{SDL_GetError()}\"");
  50. }
  51. else
  52. {
  53. if (_outputStream != 0)
  54. {
  55. SDL_CloseAudioDevice(_outputStream);
  56. }
  57. _outputStream = newOutputStream;
  58. SDL_PauseAudioDevice(_outputStream, _started ? 0 : 1);
  59. Logger.Info?.Print(LogClass.Audio, $"New audio stream setup with a target sample count of {_sampleCount}");
  60. }
  61. }
  62. }
  63. // TODO: Add this variant with pointer to SDL2-CS.
  64. [DllImport("SDL2", EntryPoint = "SDL_MixAudioFormat", CallingConvention = CallingConvention.Cdecl)]
  65. private static extern unsafe uint SDL_MixAudioFormat(IntPtr dst, IntPtr src, ushort format, uint len, int volume);
  66. private unsafe void Update(IntPtr userdata, IntPtr stream, int streamLength)
  67. {
  68. Span<byte> streamSpan = new Span<byte>((void*)stream, streamLength);
  69. int maxFrameCount = (int)GetSampleCount(streamLength);
  70. int bufferedFrames = _ringBuffer.Length / _bytesPerFrame;
  71. int frameCount = Math.Min(bufferedFrames, maxFrameCount);
  72. if (frameCount == 0)
  73. {
  74. // SDL2 left the responsability to the user to clear the buffer.
  75. streamSpan.Fill(0);
  76. return;
  77. }
  78. byte[] samples = new byte[frameCount * _bytesPerFrame];
  79. _ringBuffer.Read(samples, 0, samples.Length);
  80. samples.AsSpan().CopyTo(streamSpan);
  81. streamSpan.Slice(samples.Length).Fill(0);
  82. // Apply volume to written data
  83. SDL_MixAudioFormat(stream, stream, _nativeSampleFormat, (uint)samples.Length, (int)(_volume * SDL_MIX_MAXVOLUME));
  84. ulong sampleCount = GetSampleCount(samples.Length);
  85. ulong availaibleSampleCount = sampleCount;
  86. bool needUpdate = false;
  87. while (availaibleSampleCount > 0 && _queuedBuffers.TryPeek(out SDL2AudioBuffer driverBuffer))
  88. {
  89. ulong sampleStillNeeded = driverBuffer.SampleCount - Interlocked.Read(ref driverBuffer.SamplePlayed);
  90. ulong playedAudioBufferSampleCount = Math.Min(sampleStillNeeded, availaibleSampleCount);
  91. ulong currentSamplePlayed = Interlocked.Add(ref driverBuffer.SamplePlayed, playedAudioBufferSampleCount);
  92. availaibleSampleCount -= playedAudioBufferSampleCount;
  93. if (currentSamplePlayed == driverBuffer.SampleCount)
  94. {
  95. _queuedBuffers.TryDequeue(out _);
  96. needUpdate = true;
  97. }
  98. Interlocked.Add(ref _playedSampleCount, playedAudioBufferSampleCount);
  99. }
  100. // Notify the output if needed.
  101. if (needUpdate)
  102. {
  103. _updateRequiredEvent.Set();
  104. }
  105. }
  106. public override ulong GetPlayedSampleCount()
  107. {
  108. return Interlocked.Read(ref _playedSampleCount);
  109. }
  110. public override float GetVolume()
  111. {
  112. return _volume;
  113. }
  114. public override void PrepareToClose() { }
  115. public override void QueueBuffer(AudioBuffer buffer)
  116. {
  117. EnsureAudioStreamSetup(buffer);
  118. SDL2AudioBuffer driverBuffer = new SDL2AudioBuffer(buffer.DataPointer, GetSampleCount(buffer));
  119. _ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
  120. _queuedBuffers.Enqueue(driverBuffer);
  121. }
  122. public override void SetVolume(float volume)
  123. {
  124. _volume = volume;
  125. }
  126. public override void Start()
  127. {
  128. if (!_started)
  129. {
  130. if (_outputStream != 0)
  131. {
  132. SDL_PauseAudioDevice(_outputStream, 0);
  133. }
  134. _started = true;
  135. }
  136. }
  137. public override void Stop()
  138. {
  139. if (_started)
  140. {
  141. if (_outputStream != 0)
  142. {
  143. SDL_PauseAudioDevice(_outputStream, 1);
  144. }
  145. _started = false;
  146. }
  147. }
  148. public override void UnregisterBuffer(AudioBuffer buffer) { }
  149. public override bool WasBufferFullyConsumed(AudioBuffer buffer)
  150. {
  151. if (!_queuedBuffers.TryPeek(out SDL2AudioBuffer driverBuffer))
  152. {
  153. return true;
  154. }
  155. return driverBuffer.DriverIdentifier != buffer.DataPointer;
  156. }
  157. protected virtual void Dispose(bool disposing)
  158. {
  159. if (disposing)
  160. {
  161. PrepareToClose();
  162. Stop();
  163. if (_outputStream != 0)
  164. {
  165. SDL_CloseAudioDevice(_outputStream);
  166. }
  167. _driver.Unregister(this);
  168. }
  169. }
  170. public override void Dispose()
  171. {
  172. Dispose(true);
  173. }
  174. }
  175. }