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src/Ryujinx.Audio.Backends.SDL2/SDL2HardwareDeviceSession.cs
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230
src/Ryujinx.Audio.Backends.SDL2/SDL2HardwareDeviceSession.cs
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using Ryujinx.Audio.Backends.Common;
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using Ryujinx.Audio.Common;
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using Ryujinx.Common.Logging;
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using Ryujinx.Memory;
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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using static SDL2.SDL;
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namespace Ryujinx.Audio.Backends.SDL2
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{
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class SDL2HardwareDeviceSession : HardwareDeviceSessionOutputBase
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{
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private SDL2HardwareDeviceDriver _driver;
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private ConcurrentQueue<SDL2AudioBuffer> _queuedBuffers;
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private DynamicRingBuffer _ringBuffer;
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private ulong _playedSampleCount;
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private ManualResetEvent _updateRequiredEvent;
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private uint _outputStream;
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private bool _hasSetupError;
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private SDL_AudioCallback _callbackDelegate;
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private int _bytesPerFrame;
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private uint _sampleCount;
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private bool _started;
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private float _volume;
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private ushort _nativeSampleFormat;
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public SDL2HardwareDeviceSession(SDL2HardwareDeviceDriver driver, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, float requestedVolume) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
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{
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_driver = driver;
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_updateRequiredEvent = _driver.GetUpdateRequiredEvent();
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_queuedBuffers = new ConcurrentQueue<SDL2AudioBuffer>();
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_ringBuffer = new DynamicRingBuffer();
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_callbackDelegate = Update;
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_bytesPerFrame = BackendHelper.GetSampleSize(RequestedSampleFormat) * (int)RequestedChannelCount;
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_nativeSampleFormat = SDL2HardwareDeviceDriver.GetSDL2Format(RequestedSampleFormat);
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_sampleCount = uint.MaxValue;
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_started = false;
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_volume = requestedVolume;
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}
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private void EnsureAudioStreamSetup(AudioBuffer buffer)
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{
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uint bufferSampleCount = (uint)GetSampleCount(buffer);
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bool needAudioSetup = (_outputStream == 0 && !_hasSetupError) ||
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(bufferSampleCount >= Constants.TargetSampleCount && bufferSampleCount < _sampleCount);
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if (needAudioSetup)
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{
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_sampleCount = Math.Max(Constants.TargetSampleCount, bufferSampleCount);
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uint newOutputStream = SDL2HardwareDeviceDriver.OpenStream(RequestedSampleFormat, RequestedSampleRate, RequestedChannelCount, _sampleCount, _callbackDelegate);
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_hasSetupError = newOutputStream == 0;
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if (!_hasSetupError)
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{
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if (_outputStream != 0)
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{
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SDL_CloseAudioDevice(_outputStream);
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}
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_outputStream = newOutputStream;
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SDL_PauseAudioDevice(_outputStream, _started ? 0 : 1);
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Logger.Info?.Print(LogClass.Audio, $"New audio stream setup with a target sample count of {_sampleCount}");
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}
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}
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}
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private unsafe void Update(IntPtr userdata, IntPtr stream, int streamLength)
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{
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Span<byte> streamSpan = new Span<byte>((void*)stream, streamLength);
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int maxFrameCount = (int)GetSampleCount(streamLength);
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int bufferedFrames = _ringBuffer.Length / _bytesPerFrame;
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int frameCount = Math.Min(bufferedFrames, maxFrameCount);
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if (frameCount == 0)
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{
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// SDL2 left the responsibility to the user to clear the buffer.
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streamSpan.Fill(0);
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return;
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}
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byte[] samples = new byte[frameCount * _bytesPerFrame];
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_ringBuffer.Read(samples, 0, samples.Length);
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fixed (byte* p = samples)
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{
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IntPtr pStreamSrc = (IntPtr)p;
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// Zero the dest buffer
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streamSpan.Fill(0);
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// Apply volume to written data
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SDL_MixAudioFormat(stream, pStreamSrc, _nativeSampleFormat, (uint)samples.Length, (int)(_volume * SDL_MIX_MAXVOLUME));
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}
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ulong sampleCount = GetSampleCount(samples.Length);
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ulong availaibleSampleCount = sampleCount;
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bool needUpdate = false;
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while (availaibleSampleCount > 0 && _queuedBuffers.TryPeek(out SDL2AudioBuffer driverBuffer))
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{
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ulong sampleStillNeeded = driverBuffer.SampleCount - Interlocked.Read(ref driverBuffer.SamplePlayed);
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ulong playedAudioBufferSampleCount = Math.Min(sampleStillNeeded, availaibleSampleCount);
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ulong currentSamplePlayed = Interlocked.Add(ref driverBuffer.SamplePlayed, playedAudioBufferSampleCount);
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availaibleSampleCount -= playedAudioBufferSampleCount;
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if (currentSamplePlayed == driverBuffer.SampleCount)
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{
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_queuedBuffers.TryDequeue(out _);
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needUpdate = true;
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}
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Interlocked.Add(ref _playedSampleCount, playedAudioBufferSampleCount);
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}
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// Notify the output if needed.
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if (needUpdate)
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{
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_updateRequiredEvent.Set();
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}
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}
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public override ulong GetPlayedSampleCount()
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{
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return Interlocked.Read(ref _playedSampleCount);
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}
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public override float GetVolume()
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{
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return _volume;
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}
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public override void PrepareToClose() { }
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public override void QueueBuffer(AudioBuffer buffer)
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{
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EnsureAudioStreamSetup(buffer);
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if (_outputStream != 0)
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{
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SDL2AudioBuffer driverBuffer = new SDL2AudioBuffer(buffer.DataPointer, GetSampleCount(buffer));
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_ringBuffer.Write(buffer.Data, 0, buffer.Data.Length);
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_queuedBuffers.Enqueue(driverBuffer);
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}
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else
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{
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Interlocked.Add(ref _playedSampleCount, GetSampleCount(buffer));
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_updateRequiredEvent.Set();
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}
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}
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public override void SetVolume(float volume)
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{
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_volume = volume;
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}
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public override void Start()
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{
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if (!_started)
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{
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if (_outputStream != 0)
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{
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SDL_PauseAudioDevice(_outputStream, 0);
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}
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_started = true;
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}
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}
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public override void Stop()
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{
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if (_started)
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{
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if (_outputStream != 0)
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{
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SDL_PauseAudioDevice(_outputStream, 1);
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}
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_started = false;
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}
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}
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public override void UnregisterBuffer(AudioBuffer buffer) { }
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public override bool WasBufferFullyConsumed(AudioBuffer buffer)
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{
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if (!_queuedBuffers.TryPeek(out SDL2AudioBuffer driverBuffer))
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{
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return true;
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}
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return driverBuffer.DriverIdentifier != buffer.DataPointer;
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing && _driver.Unregister(this))
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{
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PrepareToClose();
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Stop();
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if (_outputStream != 0)
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{
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SDL_CloseAudioDevice(_outputStream);
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}
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}
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}
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public override void Dispose()
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{
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Dispose(true);
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}
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}
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}
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