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- // SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #include <array>
- #include <atomic>
- #include <memory>
- #include <span>
- #include <vector>
- #include "audio_core/audio_core.h"
- #include "audio_core/common/common.h"
- #include "audio_core/sink/sink_stream.h"
- #include "common/common_types.h"
- #include "common/fixed_point.h"
- #include "common/scope_exit.h"
- #include "common/settings.h"
- #include "core/core.h"
- #include "core/core_timing.h"
- namespace AudioCore::Sink {
- void SinkStream::AppendBuffer(SinkBuffer& buffer, std::span<s16> samples) {
- SCOPE_EXIT({
- queue.enqueue(buffer);
- ++queued_buffers;
- });
- if (type == StreamType::In) {
- return;
- }
- constexpr s32 min{std::numeric_limits<s16>::min()};
- constexpr s32 max{std::numeric_limits<s16>::max()};
- auto yuzu_volume{Settings::Volume()};
- if (yuzu_volume > 1.0f) {
- yuzu_volume = 0.6f + 20 * std::log10(yuzu_volume);
- }
- auto volume{system_volume * device_volume * yuzu_volume};
- if (system_channels == 6 && device_channels == 2) {
- // We're given 6 channels, but our device only outputs 2, so downmix.
- // Front = 1.0
- // Center = 0.596
- // LFE = 0.354
- // Back = 0.707
- static constexpr std::array<f32, 4> down_mix_coeff{1.0, 0.596f, 0.354f, 0.707f};
- for (u32 read_index = 0, write_index = 0; read_index < samples.size();
- read_index += system_channels, write_index += device_channels) {
- const auto fl =
- static_cast<f32>(samples[read_index + static_cast<u32>(Channels::FrontLeft)]);
- const auto fr =
- static_cast<f32>(samples[read_index + static_cast<u32>(Channels::FrontRight)]);
- const auto c =
- static_cast<f32>(samples[read_index + static_cast<u32>(Channels::Center)]);
- const auto lfe =
- static_cast<f32>(samples[read_index + static_cast<u32>(Channels::LFE)]);
- const auto bl =
- static_cast<f32>(samples[read_index + static_cast<u32>(Channels::BackLeft)]);
- const auto br =
- static_cast<f32>(samples[read_index + static_cast<u32>(Channels::BackRight)]);
- const auto left_sample{
- static_cast<s32>((fl * down_mix_coeff[0] + c * down_mix_coeff[1] +
- lfe * down_mix_coeff[2] + bl * down_mix_coeff[3]) *
- volume)};
- const auto right_sample{
- static_cast<s32>((fr * down_mix_coeff[0] + c * down_mix_coeff[1] +
- lfe * down_mix_coeff[2] + br * down_mix_coeff[3]) *
- volume)};
- samples[write_index + static_cast<u32>(Channels::FrontLeft)] =
- static_cast<s16>(std::clamp(left_sample, min, max));
- samples[write_index + static_cast<u32>(Channels::FrontRight)] =
- static_cast<s16>(std::clamp(right_sample, min, max));
- }
- samples_buffer.Push(samples.subspan(0, samples.size() / system_channels * device_channels));
- return;
- }
- if (system_channels == 2 && device_channels == 6) {
- // We need moar samples! Not all games will provide 6 channel audio.
- // TODO: Implement some upmixing here. Currently just passthrough, with other
- // channels left as silence.
- std::vector<s16> new_samples(samples.size() / system_channels * device_channels);
- for (u32 read_index = 0, write_index = 0; read_index < samples.size();
- read_index += system_channels, write_index += device_channels) {
- const auto left_sample{static_cast<s16>(std::clamp(
- static_cast<s32>(
- static_cast<f32>(samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
- volume),
- min, max))};
- new_samples[write_index + static_cast<u32>(Channels::FrontLeft)] = left_sample;
- const auto right_sample{static_cast<s16>(std::clamp(
- static_cast<s32>(
- static_cast<f32>(samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
- volume),
- min, max))};
- new_samples[write_index + static_cast<u32>(Channels::FrontRight)] = right_sample;
- }
- samples_buffer.Push(new_samples);
- return;
- }
- if (volume != 1.0f) {
- for (u32 i = 0; i < samples.size(); ++i) {
- samples[i] = static_cast<s16>(
- std::clamp(static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
- }
- }
- samples_buffer.Push(samples);
- }
- std::vector<s16> SinkStream::ReleaseBuffer(u64 num_samples) {
- constexpr s32 min = std::numeric_limits<s16>::min();
- constexpr s32 max = std::numeric_limits<s16>::max();
- auto samples{samples_buffer.Pop(num_samples)};
- // TODO: Up-mix to 6 channels if the game expects it.
- // For audio input this is unlikely to ever be the case though.
- // Incoming mic volume seems to always be very quiet, so multiply by an additional 8 here.
- // TODO: Play with this and find something that works better.
- auto volume{system_volume * device_volume * 8};
- for (u32 i = 0; i < samples.size(); i++) {
- samples[i] = static_cast<s16>(
- std::clamp(static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
- }
- if (samples.size() < num_samples) {
- samples.resize(num_samples, 0);
- }
- return samples;
- }
- void SinkStream::ClearQueue() {
- samples_buffer.Pop();
- while (queue.pop()) {
- }
- queued_buffers = 0;
- playing_buffer = {};
- playing_buffer.consumed = true;
- }
- void SinkStream::ProcessAudioIn(std::span<const s16> input_buffer, std::size_t num_frames) {
- const std::size_t num_channels = GetDeviceChannels();
- const std::size_t frame_size = num_channels;
- const std::size_t frame_size_bytes = frame_size * sizeof(s16);
- size_t frames_written{0};
- // If we're paused or going to shut down, we don't want to consume buffers as coretiming is
- // paused and we'll desync, so just return.
- if (system.IsPaused() || system.IsShuttingDown()) {
- return;
- }
- while (frames_written < num_frames) {
- // If the playing buffer has been consumed or has no frames, we need a new one
- if (playing_buffer.consumed || playing_buffer.frames == 0) {
- if (!queue.try_dequeue(playing_buffer)) {
- // If no buffer was available we've underrun, just push the samples and
- // continue.
- samples_buffer.Push(&input_buffer[frames_written * frame_size],
- (num_frames - frames_written) * frame_size);
- frames_written = num_frames;
- continue;
- }
- // Successfully dequeued a new buffer.
- queued_buffers--;
- }
- // Get the minimum frames available between the currently playing buffer, and the
- // amount we have left to fill
- size_t frames_available{std::min<u64>(playing_buffer.frames - playing_buffer.frames_played,
- num_frames - frames_written)};
- samples_buffer.Push(&input_buffer[frames_written * frame_size],
- frames_available * frame_size);
- frames_written += frames_available;
- playing_buffer.frames_played += frames_available;
- // If that's all the frames in the current buffer, add its samples and mark it as
- // consumed
- if (playing_buffer.frames_played >= playing_buffer.frames) {
- playing_buffer.consumed = true;
- }
- }
- std::memcpy(&last_frame[0], &input_buffer[(frames_written - 1) * frame_size], frame_size_bytes);
- }
- void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::size_t num_frames) {
- const std::size_t num_channels = GetDeviceChannels();
- const std::size_t frame_size = num_channels;
- const std::size_t frame_size_bytes = frame_size * sizeof(s16);
- size_t frames_written{0};
- size_t actual_frames_written{0};
- // If we're paused or going to shut down, we don't want to consume buffers as coretiming is
- // paused and we'll desync, so just play silence.
- if (system.IsPaused() || system.IsShuttingDown()) {
- if (system.IsShuttingDown()) {
- {
- std::scoped_lock lk{release_mutex};
- queued_buffers.store(0);
- }
- release_cv.notify_one();
- }
- static constexpr std::array<s16, 6> silence{};
- for (size_t i = frames_written; i < num_frames; i++) {
- std::memcpy(&output_buffer[i * frame_size], &silence[0], frame_size_bytes);
- }
- return;
- }
- while (frames_written < num_frames) {
- // If the playing buffer has been consumed or has no frames, we need a new one
- if (playing_buffer.consumed || playing_buffer.frames == 0) {
- if (!queue.try_dequeue(playing_buffer)) {
- // If no buffer was available we've underrun, fill the remaining buffer with
- // the last written frame and continue.
- for (size_t i = frames_written; i < num_frames; i++) {
- std::memcpy(&output_buffer[i * frame_size], &last_frame[0], frame_size_bytes);
- }
- frames_written = num_frames;
- continue;
- }
- // Successfully dequeued a new buffer.
- queued_buffers--;
- { std::unique_lock lk{release_mutex}; }
- release_cv.notify_one();
- }
- // Get the minimum frames available between the currently playing buffer, and the
- // amount we have left to fill
- size_t frames_available{std::min<u64>(playing_buffer.frames - playing_buffer.frames_played,
- num_frames - frames_written)};
- samples_buffer.Pop(&output_buffer[frames_written * frame_size],
- frames_available * frame_size);
- frames_written += frames_available;
- actual_frames_written += frames_available;
- playing_buffer.frames_played += frames_available;
- // If that's all the frames in the current buffer, add its samples and mark it as
- // consumed
- if (playing_buffer.frames_played >= playing_buffer.frames) {
- playing_buffer.consumed = true;
- }
- }
- std::memcpy(&last_frame[0], &output_buffer[(frames_written - 1) * frame_size],
- frame_size_bytes);
- {
- std::scoped_lock lk{sample_count_lock};
- last_sample_count_update_time = system.CoreTiming().GetGlobalTimeNs();
- min_played_sample_count = max_played_sample_count;
- max_played_sample_count += actual_frames_written;
- }
- }
- u64 SinkStream::GetExpectedPlayedSampleCount() {
- std::scoped_lock lk{sample_count_lock};
- auto cur_time{system.CoreTiming().GetGlobalTimeNs()};
- auto time_delta{cur_time - last_sample_count_update_time};
- auto exp_played_sample_count{min_played_sample_count +
- (TargetSampleRate * time_delta) / std::chrono::seconds{1}};
- // Add 15ms of latency in sample reporting to allow for some leeway in scheduler timings
- return std::min<u64>(exp_played_sample_count, max_played_sample_count) + TargetSampleCount * 3;
- }
- void SinkStream::WaitFreeSpace(std::stop_token stop_token) {
- std::unique_lock lk{release_mutex};
- release_cv.wait_for(lk, std::chrono::milliseconds(5),
- [this]() { return paused || queued_buffers < max_queue_size; });
- if (queued_buffers > max_queue_size + 3) {
- Common::CondvarWait(release_cv, lk, stop_token,
- [this] { return paused || queued_buffers < max_queue_size; });
- }
- }
- void SinkStream::SignalPause() {
- {
- std::scoped_lock lk{release_mutex};
- paused = true;
- }
- release_cv.notify_one();
- }
- } // namespace AudioCore::Sink
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