Audio: Select a shared audio device by default (#574)

* Audio: Select a shared audio device by default

This ensures that a non-raw audio device is selected wherever possible.

* Audio: Resolve libsoundio version mismatch between bindings and binaries

It turns out we were using bindings generated with libsoundio 1.1.0 git source, but the binaries we were using were built from master git source. I've rebuilt both binaries and bindings to ensure they are version matched.

This should resolve all outstanding issues with libsoundio (including the Linux segfault issue, and the "cannot open device" Windows issue).

* Audio: Reformat MarshalExtensions

* Resolve code indentation issues
This commit is contained in:
jduncanator 2019-02-13 12:59:26 +11:00 committed by GitHub
parent f73c11744e
commit c734137f41
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
7 changed files with 225 additions and 151 deletions

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@ -36,60 +36,7 @@ namespace Ryujinx.Audio
{
get
{
SoundIO context = null;
SoundIODevice device = null;
SoundIOOutStream stream = null;
bool backendDisconnected = false;
try
{
context = new SoundIO();
context.OnBackendDisconnect = (i) => {
backendDisconnected = true;
};
context.Connect();
context.FlushEvents();
if(backendDisconnected)
{
return false;
}
device = context.GetOutputDevice(context.DefaultOutputDeviceIndex);
if(device == null || backendDisconnected)
{
return false;
}
stream = device.CreateOutStream();
if(stream == null || backendDisconnected)
{
return false;
}
return true;
}
catch
{
return false;
}
finally
{
if(stream != null)
{
stream.Dispose();
}
if(context != null)
{
context.Dispose();
}
}
return IsSupportedInternal();
}
}
@ -103,7 +50,7 @@ namespace Ryujinx.Audio
m_AudioContext.Connect();
m_AudioContext.FlushEvents();
m_AudioDevice = m_AudioContext.GetOutputDevice(m_AudioContext.DefaultOutputDeviceIndex);
m_AudioDevice = FindNonRawDefaultAudioDevice(m_AudioContext, true);
m_TrackPool = new SoundIoAudioTrackPool(m_AudioContext, m_AudioDevice, MaximumTracks);
}
@ -244,5 +191,99 @@ namespace Ryujinx.Audio
m_AudioContext.Disconnect();
m_AudioContext.Dispose();
}
/// <summary>
/// Searches for a shared version of the default audio device
/// </summary>
/// <param name="audioContext">The <see cref="SoundIO"/> audio context</param>
/// <param name="fallback">Whether to fallback to the raw default audio device if a non-raw device cannot be found</param>
private static SoundIODevice FindNonRawDefaultAudioDevice(SoundIO audioContext, bool fallback = false)
{
SoundIODevice defaultAudioDevice = audioContext.GetOutputDevice(audioContext.DefaultOutputDeviceIndex);
if(!defaultAudioDevice.IsRaw)
{
return defaultAudioDevice;
}
for(var i = 0; i < audioContext.BackendCount; i++)
{
SoundIODevice audioDevice = audioContext.GetOutputDevice(i);
if (audioDevice.Id == defaultAudioDevice.Id && !audioDevice.IsRaw)
{
return audioDevice;
}
}
return fallback ? defaultAudioDevice : null;
}
/// <summary>
/// Determines if SoundIO can connect to a supported backend
/// </summary>
/// <returns></returns>
private static bool IsSupportedInternal()
{
SoundIO context = null;
SoundIODevice device = null;
SoundIOOutStream stream = null;
bool backendDisconnected = false;
try
{
context = new SoundIO();
context.OnBackendDisconnect = (i) => {
backendDisconnected = true;
};
context.Connect();
context.FlushEvents();
if(backendDisconnected)
{
return false;
}
if(context.OutputDeviceCount == 0)
{
return false;
}
device = FindNonRawDefaultAudioDevice(context);
if(device == null || backendDisconnected)
{
return false;
}
stream = device.CreateOutStream();
if(stream == null || backendDisconnected)
{
return false;
}
return true;
}
catch
{
return false;
}
finally
{
if(stream != null)
{
stream.Dispose();
}
if(context != null)
{
context.Dispose();
}
}
}
}
}