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- // Copyright 2018 yuzu Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #pragma once
- #include <chrono>
- #include <functional>
- #include <memory>
- #include <string>
- #include <vector>
- #include <queue>
- #include "audio_core/buffer.h"
- #include "common/common_types.h"
- namespace Core::Timing {
- class CoreTiming;
- struct EventType;
- } // namespace Core::Timing
- namespace AudioCore {
- class SinkStream;
- /**
- * Represents an audio stream, which is a sequence of queued buffers, to be outputed by AudioOut
- */
- class Stream {
- public:
- /// Audio format of the stream
- enum class Format {
- Mono16,
- Stereo16,
- Multi51Channel16,
- };
- /// Current state of the stream
- enum class State {
- Stopped,
- Playing,
- };
- /// Callback function type, used to change guest state on a buffer being released
- using ReleaseCallback = std::function<void()>;
- Stream(Core::Timing::CoreTiming& core_timing_, u32 sample_rate_, Format format_,
- ReleaseCallback&& release_callback_, SinkStream& sink_stream_, std::string&& name_);
- /// Plays the audio stream
- void Play();
- /// Stops the audio stream
- void Stop();
- /// Queues a buffer into the audio stream, returns true on success
- bool QueueBuffer(BufferPtr&& buffer);
- /// Flush audio buffers
- bool Flush();
- /// Returns true if the audio stream contains a buffer with the specified tag
- [[nodiscard]] bool ContainsBuffer(Buffer::Tag tag) const;
- /// Returns a vector of recently released buffers specified by tag
- [[nodiscard]] std::vector<Buffer::Tag> GetTagsAndReleaseBuffers(std::size_t max_count);
- /// Returns a vector of all recently released buffers specified by tag
- [[nodiscard]] std::vector<Buffer::Tag> GetTagsAndReleaseBuffers();
- void SetVolume(float volume);
- [[nodiscard]] float GetVolume() const {
- return game_volume;
- }
- /// Returns true if the stream is currently playing
- [[nodiscard]] bool IsPlaying() const {
- return state == State::Playing;
- }
- /// Returns the number of queued buffers
- [[nodiscard]] std::size_t GetQueueSize() const {
- return queued_buffers.size();
- }
- /// Gets the sample rate
- [[nodiscard]] u32 GetSampleRate() const {
- return sample_rate;
- }
- /// Gets the number of samples played so far
- [[nodiscard]] u64 GetPlayedSampleCount() const {
- return played_samples;
- }
- /// Gets the number of channels
- [[nodiscard]] u32 GetNumChannels() const;
- /// Get the state
- [[nodiscard]] State GetState() const;
- private:
- /// Plays the next queued buffer in the audio stream, starting playback if necessary
- void PlayNextBuffer(std::chrono::nanoseconds ns_late = {});
- /// Releases the actively playing buffer, signalling that it has been completed
- void ReleaseActiveBuffer(std::chrono::nanoseconds ns_late = {});
- /// Gets the number of core cycles when the specified buffer will be released
- [[nodiscard]] std::chrono::nanoseconds GetBufferReleaseNS(const Buffer& buffer) const;
- u32 sample_rate; ///< Sample rate of the stream
- u64 played_samples{}; ///< The current played sample count
- Format format; ///< Format of the stream
- float game_volume = 1.0f; ///< The volume the game currently has set
- ReleaseCallback release_callback; ///< Buffer release callback for the stream
- State state{State::Stopped}; ///< Playback state of the stream
- std::shared_ptr<Core::Timing::EventType>
- release_event; ///< Core timing release event for the stream
- BufferPtr active_buffer; ///< Actively playing buffer in the stream
- std::queue<BufferPtr> queued_buffers; ///< Buffers queued to be played in the stream
- std::queue<BufferPtr> released_buffers; ///< Buffers recently released from the stream
- SinkStream& sink_stream; ///< Output sink for the stream
- Core::Timing::CoreTiming& core_timing; ///< Core timing instance.
- std::string name; ///< Name of the stream, must be unique
- };
- using StreamPtr = std::shared_ptr<Stream>;
- } // namespace AudioCore
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