stream.cpp 4.5 KB

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  1. // Copyright 2018 yuzu Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <algorithm>
  5. #include <cmath>
  6. #include "audio_core/sink.h"
  7. #include "audio_core/sink_details.h"
  8. #include "audio_core/sink_stream.h"
  9. #include "audio_core/stream.h"
  10. #include "common/assert.h"
  11. #include "common/logging/log.h"
  12. #include "core/core_timing.h"
  13. #include "core/core_timing_util.h"
  14. #include "core/settings.h"
  15. namespace AudioCore {
  16. constexpr std::size_t MaxAudioBufferCount{32};
  17. u32 Stream::GetNumChannels() const {
  18. switch (format) {
  19. case Format::Mono16:
  20. return 1;
  21. case Format::Stereo16:
  22. return 2;
  23. case Format::Multi51Channel16:
  24. return 6;
  25. }
  26. UNIMPLEMENTED_MSG("Unimplemented format={}", static_cast<u32>(format));
  27. return {};
  28. }
  29. Stream::Stream(Core::Timing::CoreTiming& core_timing, u32 sample_rate, Format format,
  30. ReleaseCallback&& release_callback, SinkStream& sink_stream, std::string&& name_)
  31. : sample_rate{sample_rate}, format{format}, release_callback{std::move(release_callback)},
  32. sink_stream{sink_stream}, core_timing{core_timing}, name{std::move(name_)} {
  33. release_event = Core::Timing::CreateEvent(
  34. name, [this](u64 userdata, s64 cycles_late) { ReleaseActiveBuffer(); });
  35. }
  36. void Stream::Play() {
  37. state = State::Playing;
  38. PlayNextBuffer();
  39. }
  40. void Stream::Stop() {
  41. state = State::Stopped;
  42. UNIMPLEMENTED();
  43. }
  44. void Stream::SetVolume(float volume) {
  45. game_volume = volume;
  46. }
  47. Stream::State Stream::GetState() const {
  48. return state;
  49. }
  50. s64 Stream::GetBufferReleaseNS(const Buffer& buffer) const {
  51. const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
  52. const auto ns =
  53. std::chrono::nanoseconds((static_cast<u64>(num_samples) * 1000000000ULL) / sample_rate);
  54. return ns.count();
  55. }
  56. s64 Stream::GetBufferReleaseNSHostTiming(const Buffer& buffer) const {
  57. const std::size_t num_samples{buffer.GetSamples().size() / GetNumChannels()};
  58. /// DSP signals before playing the last sample, in HLE we emulate this in this way
  59. s64 base_samples = std::max<s64>(static_cast<s64>(num_samples) - 1, 0);
  60. const auto ns =
  61. std::chrono::nanoseconds((static_cast<u64>(base_samples) * 1000000000ULL) / sample_rate);
  62. return ns.count();
  63. }
  64. static void VolumeAdjustSamples(std::vector<s16>& samples, float game_volume) {
  65. const float volume{std::clamp(Settings::Volume() - (1.0f - game_volume), 0.0f, 1.0f)};
  66. if (volume == 1.0f) {
  67. return;
  68. }
  69. // Implementation of a volume slider with a dynamic range of 60 dB
  70. const float volume_scale_factor = volume == 0 ? 0 : std::exp(6.90775f * volume) * 0.001f;
  71. for (auto& sample : samples) {
  72. sample = static_cast<s16>(sample * volume_scale_factor);
  73. }
  74. }
  75. void Stream::PlayNextBuffer() {
  76. if (!IsPlaying()) {
  77. // Ensure we are in playing state before playing the next buffer
  78. sink_stream.Flush();
  79. return;
  80. }
  81. if (active_buffer) {
  82. // Do not queue a new buffer if we are already playing a buffer
  83. return;
  84. }
  85. if (queued_buffers.empty()) {
  86. // No queued buffers - we are effectively paused
  87. sink_stream.Flush();
  88. return;
  89. }
  90. active_buffer = queued_buffers.front();
  91. queued_buffers.pop();
  92. VolumeAdjustSamples(active_buffer->GetSamples(), game_volume);
  93. sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
  94. if (core_timing.IsHostTiming()) {
  95. core_timing.ScheduleEvent(GetBufferReleaseNSHostTiming(*active_buffer), release_event, {});
  96. } else {
  97. core_timing.ScheduleEvent(GetBufferReleaseNS(*active_buffer), release_event, {});
  98. }
  99. }
  100. void Stream::ReleaseActiveBuffer() {
  101. ASSERT(active_buffer);
  102. released_buffers.push(std::move(active_buffer));
  103. release_callback();
  104. PlayNextBuffer();
  105. }
  106. bool Stream::QueueBuffer(BufferPtr&& buffer) {
  107. if (queued_buffers.size() < MaxAudioBufferCount) {
  108. queued_buffers.push(std::move(buffer));
  109. PlayNextBuffer();
  110. return true;
  111. }
  112. return false;
  113. }
  114. bool Stream::ContainsBuffer(Buffer::Tag tag) const {
  115. UNIMPLEMENTED();
  116. return {};
  117. }
  118. std::vector<Buffer::Tag> Stream::GetTagsAndReleaseBuffers(std::size_t max_count) {
  119. std::vector<Buffer::Tag> tags;
  120. for (std::size_t count = 0; count < max_count && !released_buffers.empty(); ++count) {
  121. tags.push_back(released_buffers.front()->GetTag());
  122. released_buffers.pop();
  123. }
  124. return tags;
  125. }
  126. } // namespace AudioCore