audout: Implement and fix some calls (#1725)

* audout: Implement GetAudioOutBufferCount, GetAudioOutPlayedSampleCount and FlushAudioOutBuffers

This PR implement audout service calls:
- GetAudioOutBufferCount
- GetAudioOutPlayedSampleCount
- FlushAudioOutBuffers

The RE calls just give some hints about no extra checks.
Since we use a totally different implementation because of our backend, I can't do something better for now.

SetAudioOutVolume and GetAudioOutVolume are fixed too by set/get the volume of the current opened track, previous implementation was wrong.

This fix #1133, fix #1258 and fix #1519.

Thanks to @jduncanator for this help during the implementation and all his precious advices.

* Fix some debug leftovers

* Address jD feedback
This commit is contained in:
Ac_K 2020-11-20 21:59:01 +01:00 committed by GitHub
parent 9493cdfe55
commit 57c4e6ef21
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7 changed files with 254 additions and 63 deletions

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@ -15,16 +15,6 @@ namespace Ryujinx.Audio
/// </summary>
private const int MaximumTracks = 256;
/// <summary>
/// The volume of audio renderer
/// </summary>
private float _volume = 1.0f;
/// <summary>
/// True if the volume of audio renderer have changed
/// </summary>
private bool _volumeChanged;
/// <summary>
/// The <see cref="SoundIO"/> audio context
/// </summary>
@ -155,14 +145,7 @@ namespace Ryujinx.Audio
public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
if (_volumeChanged)
{
track.AudioStream.SetVolume(_volume);
_volumeChanged = false;
}
{
track.AppendBuffer(bufferTag, buffer);
}
}
@ -192,23 +175,72 @@ namespace Ryujinx.Audio
}
/// <summary>
/// Get playback volume
/// Get track buffer count
/// </summary>
public float GetVolume() => _volume;
/// <param name="trackId">The ID of the track to get buffer count</param>
public uint GetBufferCount(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.BufferCount;
}
return 0;
}
/// <summary>
/// Set playback volume
/// Get track played sample count
/// </summary>
/// <param name="trackId">The ID of the track to get played sample</param>
public ulong GetPlayedSampleCount(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.PlayedSampleCount;
}
return 0;
}
/// <summary>
/// Flush all track buffers
/// </summary>
/// <param name="trackId">The ID of the track to flush</param>
public bool FlushBuffers(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.FlushBuffers();
}
return false;
}
/// <summary>
/// Set track volume
/// </summary>
/// <param name="volume">The volume of the playback</param>
public void SetVolume(float volume)
public void SetVolume(int trackId, float volume)
{
if (!_volumeChanged)
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
_volume = volume;
_volumeChanged = true;
track.AudioStream.SetVolume(volume);
}
}
/// <summary>
/// Get track volume
/// </summary>
public float GetVolume(int trackId)
{
if (_trackPool.TryGet(trackId, out SoundIoAudioTrack track))
{
return track.AudioStream.Volume;
}
return 1.0f;
}
/// <summary>
/// Gets the current playback state of the specified track
/// </summary>