Haydn: Part 1 (#2007)

* Haydn: Part 1

Based on my reverse of audio 11.0.0.

As always, core implementation under LGPLv3 for the same reasons as for Amadeus.

This place the bases of a more flexible audio system while making audout & audin accurate.

This have the following improvements:
- Complete reimplementation of audout and audin.
- Audin currently only have a dummy backend.
- Dramatically reduce CPU usage by up to 50% in common cases (SoundIO and OpenAL).
- Audio Renderer now can output to 5.1 devices when supported.
- Audio Renderer init its backend on demand instead of keeping two up all the time.
- All backends implementation are now in their own project.
- Ryujinx.Audio.Renderer was renamed Ryujinx.Audio and was refactored because of this.

As a note, games having issues with OpenAL haven't improved and will not
because of OpenAL design (stopping when buffers finish playing causing
possible audio "pops" when buffers are very small).

* Update for latest hexkyz's edits on Switchbrew

* audren: Rollback channel configuration changes

* Address gdkchan's comments

* Fix typo in OpenAL backend driver

* Address last comments

* Fix a nit

* Address gdkchan's comments
This commit is contained in:
Mary 2021-02-26 01:11:56 +01:00 committed by GitHub
parent 1c49089ff0
commit f556c80d02
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GPG key ID: 4AEE18F83AFDEB23
249 changed files with 5614 additions and 2712 deletions

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@ -2,9 +2,11 @@ using LibHac;
using LibHac.Bcat;
using LibHac.Fs;
using LibHac.FsSystem;
using Ryujinx.Audio.Renderer;
using Ryujinx.Audio;
using Ryujinx.Audio.Input;
using Ryujinx.Audio.Integration;
using Ryujinx.Audio.Output;
using Ryujinx.Audio.Renderer.Device;
using Ryujinx.Audio.Renderer.Integration;
using Ryujinx.Audio.Renderer.Server;
using Ryujinx.Common;
using Ryujinx.Configuration;
@ -51,6 +53,9 @@ namespace Ryujinx.HLE.HOS
internal Switch Device { get; private set; }
internal SurfaceFlinger SurfaceFlinger { get; private set; }
internal AudioManager AudioManager { get; private set; }
internal AudioOutputManager AudioOutputManager { get; private set; }
internal AudioInputManager AudioInputManager { get; private set; }
internal AudioRendererManager AudioRendererManager { get; private set; }
internal VirtualDeviceSessionRegistry AudioDeviceSessionRegistry { get; private set; }
@ -206,29 +211,48 @@ namespace Ryujinx.HLE.HOS
private void InitializeAudioRenderer()
{
AudioManager = new AudioManager();
AudioOutputManager = new AudioOutputManager();
AudioInputManager = new AudioInputManager();
AudioRendererManager = new AudioRendererManager();
AudioDeviceSessionRegistry = new VirtualDeviceSessionRegistry();
IWritableEvent[] writableEvents = new IWritableEvent[RendererConstants.AudioRendererSessionCountMax];
IWritableEvent[] audioOutputRegisterBufferEvents = new IWritableEvent[Constants.AudioOutSessionCountMax];
for (int i = 0; i < writableEvents.Length; i++)
for (int i = 0; i < audioOutputRegisterBufferEvents.Length; i++)
{
KEvent registerBufferEvent = new KEvent(KernelContext);
audioOutputRegisterBufferEvents[i] = new AudioKernelEvent(registerBufferEvent);
}
AudioOutputManager.Initialize(Device.AudioDeviceDriver, audioOutputRegisterBufferEvents);
IWritableEvent[] audioInputRegisterBufferEvents = new IWritableEvent[Constants.AudioInSessionCountMax];
for (int i = 0; i < audioInputRegisterBufferEvents.Length; i++)
{
KEvent registerBufferEvent = new KEvent(KernelContext);
audioInputRegisterBufferEvents[i] = new AudioKernelEvent(registerBufferEvent);
}
AudioInputManager.Initialize(Device.AudioDeviceDriver, audioInputRegisterBufferEvents);
IWritableEvent[] systemEvents = new IWritableEvent[Constants.AudioRendererSessionCountMax];
for (int i = 0; i < systemEvents.Length; i++)
{
KEvent systemEvent = new KEvent(KernelContext);
writableEvents[i] = new AudioKernelEvent(systemEvent);
systemEvents[i] = new AudioKernelEvent(systemEvent);
}
HardwareDevice[] devices = new HardwareDevice[RendererConstants.AudioRendererSessionCountMax];
AudioManager.Initialize(Device.AudioDeviceDriver.GetUpdateRequiredEvent(), AudioOutputManager.Update, AudioInputManager.Update);
// TODO: don't hardcode those values.
// TODO: keep the device somewhere and dispose it when exiting.
// TODO: This is kind of wrong, we should have an high level API for that and mix all buffers between them.
for (int i = 0; i < devices.Length; i++)
{
devices[i] = new AalHardwareDevice(i, Device.AudioOut, 2, RendererConstants.TargetSampleRate);
}
AudioRendererManager.Initialize(systemEvents, Device.AudioDeviceDriver);
AudioRendererManager.Initialize(writableEvents, devices);
AudioManager.Start();
}
public void InitializeServices()
@ -363,6 +387,10 @@ namespace Ryujinx.HLE.HOS
// This is safe as KThread that are likely to call ioctls are going to be terminated by the post handler hook on the SVC facade.
INvDrvServices.Destroy();
AudioManager.Dispose();
AudioOutputManager.Dispose();
AudioInputManager.Dispose();
AudioRendererManager.Dispose();
KernelContext.Dispose();