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- // Copyright 2018 yuzu Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <algorithm>
- #include <cmath>
- #include "audio_core/sink.h"
- #include "audio_core/sink_details.h"
- #include "audio_core/sink_stream.h"
- #include "audio_core/stream.h"
- #include "common/assert.h"
- #include "common/logging/log.h"
- #include "core/core_timing.h"
- #include "core/core_timing_util.h"
- #include "core/settings.h"
- namespace AudioCore {
- constexpr std::size_t MaxAudioBufferCount{32};
- u32 Stream::GetNumChannels() const {
- switch (format) {
- case Format::Mono16:
- return 1;
- case Format::Stereo16:
- return 2;
- case Format::Multi51Channel16:
- return 6;
- }
- UNIMPLEMENTED_MSG("Unimplemented format={}", static_cast<u32>(format));
- return {};
- }
- Stream::Stream(Core::Timing::CoreTiming& core_timing, u32 sample_rate, Format format,
- ReleaseCallback&& release_callback, SinkStream& sink_stream, std::string&& name_)
- : sample_rate{sample_rate}, format{format}, release_callback{std::move(release_callback)},
- sink_stream{sink_stream}, core_timing{core_timing}, name{std::move(name_)} {
- release_event = Core::Timing::CreateEvent(
- name, [this](u64 userdata, s64 cycles_late) { ReleaseActiveBuffer(); });
- }
- void Stream::Play() {
- state = State::Playing;
- PlayNextBuffer();
- }
- void Stream::Stop() {
- state = State::Stopped;
- UNIMPLEMENTED();
- }
- void Stream::SetVolume(float volume) {
- game_volume = volume;
- }
- Stream::State Stream::GetState() const {
- return state;
- }
- s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const {
- const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
- const auto ns =
- std::chrono::nanoseconds((static_cast<u64>(num_samples) * 1000000000ULL) / sample_rate);
- return ns.count();
- }
- s64 Stream::GetBufferReleaseNSHostTiming(const Buffer& buffer) const {
- const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
- /// DSP signals before playing the last sample, in HLE we emulate this in this way
- s64 base_samples = std::max<s64>(static_cast<s64>(num_samples) - 1, 0);
- const auto ns =
- std::chrono::nanoseconds((static_cast<u64>(base_samples) * 1000000000ULL) / sample_rate);
- return ns.count();
- }
- static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
- const float volume{std::clamp(Settings::Volume() - (1.0f - game_volume), 0.0f, 1.0f)};
- if (volume == 1.0f) {
- return;
- }
- // Implementation of a volume slider with a dynamic range of 60 dB
- const float volume_scale_factor = volume == 0 ? 0 : std::exp(6.90775f * volume) * 0.001f;
- for (auto& sample : samples) {
- sample = static_cast<s16>(sample * volume_scale_factor);
- }
- }
- void Stream::PlayNextBuffer() {
- if (!IsPlaying()) {
- // Ensure we are in playing state before playing the next buffer
- sink_stream.Flush();
- return;
- }
- if (active_buffer) {
- // Do not queue a new buffer if we are already playing a buffer
- return;
- }
- if (queued_buffers.empty()) {
- // No queued buffers - we are effectively paused
- sink_stream.Flush();
- return;
- }
- active_buffer = queued_buffers.front();
- queued_buffers.pop();
- VolumeAdjustSamples(active_buffer->GetSamples(), game_volume);
- sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
- if (core_timing.IsHostTiming()) {
- core_timing.ScheduleEvent(GetBufferReleaseNSHostTiming(*active_buffer), release_event, {});
- } else {
- core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {});
- }
- }
- void Stream::ReleaseActiveBuffer() {
- ASSERT(active_buffer);
- released_buffers.push(std::move(active_buffer));
- release_callback();
- PlayNextBuffer();
- }
- bool Stream::QueueBuffer(BufferPtr&& buffer) {
- if (queued_buffers.size() < MaxAudioBufferCount) {
- queued_buffers.push(std::move(buffer));
- PlayNextBuffer();
- return true;
- }
- return false;
- }
- bool Stream::ContainsBuffer(Buffer::Tag tag) const {
- UNIMPLEMENTED();
- return {};
- }
- std::vector<Buffer::Tag> Stream::GetTagsAndReleaseBuffers(std::size_t max_count) {
- std::vector<Buffer::Tag> tags;
- for (std::size_t count = 0; count < max_count && !released_buffers.empty(); ++count) {
- tags.push_back(released_buffers.front()->GetTag());
- released_buffers.pop();
- }
- return tags;
- }
- } // namespace AudioCore
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