Ryujinx-git/Ryujinx.Audio/Renderers/OpenAL/OpenALAudioOut.cs
Alex Barney b2b736abc2 Misc cleanup (#708)
* Fix typos

* Remove unneeded using statements

* Enforce var style more

* Remove redundant qualifiers

* Fix some indentation

* Disable naming warnings on files with external enum names

* Fix build

* Mass find & replace for comments with no spacing

* Standardize todo capitalization and for/if spacing
2019-07-02 04:39:22 +02:00

369 lines
No EOL
9.5 KiB
C#

using OpenTK.Audio;
using OpenTK.Audio.OpenAL;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Threading;
namespace Ryujinx.Audio
{
/// <summary>
/// An audio renderer that uses OpenAL as the audio backend
/// </summary>
public class OpenALAudioOut : IAalOutput, IDisposable
{
private const int MaxTracks = 256;
private const int MaxReleased = 32;
private AudioContext Context;
private class Track : IDisposable
{
public int SourceId { get; private set; }
public int SampleRate { get; private set; }
public ALFormat Format { get; private set; }
private ReleaseCallback Callback;
public PlaybackState State { get; set; }
private ConcurrentDictionary<long, int> Buffers;
private Queue<long> QueuedTagsQueue;
private Queue<long> ReleasedTagsQueue;
private bool Disposed;
public Track(int SampleRate, ALFormat Format, ReleaseCallback Callback)
{
this.SampleRate = SampleRate;
this.Format = Format;
this.Callback = Callback;
State = PlaybackState.Stopped;
SourceId = AL.GenSource();
Buffers = new ConcurrentDictionary<long, int>();
QueuedTagsQueue = new Queue<long>();
ReleasedTagsQueue = new Queue<long>();
}
public bool ContainsBuffer(long Tag)
{
foreach (long QueuedTag in QueuedTagsQueue)
{
if (QueuedTag == Tag)
{
return true;
}
}
return false;
}
public long[] GetReleasedBuffers(int Count)
{
AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int ReleasedCount);
ReleasedCount += ReleasedTagsQueue.Count;
if (Count > ReleasedCount)
{
Count = ReleasedCount;
}
List<long> Tags = new List<long>();
while (Count-- > 0 && ReleasedTagsQueue.TryDequeue(out long Tag))
{
Tags.Add(Tag);
}
while (Count-- > 0 && QueuedTagsQueue.TryDequeue(out long Tag))
{
AL.SourceUnqueueBuffers(SourceId, 1);
Tags.Add(Tag);
}
return Tags.ToArray();
}
public int AppendBuffer(long Tag)
{
if (Disposed)
{
throw new ObjectDisposedException(nameof(Track));
}
int Id = AL.GenBuffer();
Buffers.AddOrUpdate(Tag, Id, (Key, OldId) =>
{
AL.DeleteBuffer(OldId);
return Id;
});
QueuedTagsQueue.Enqueue(Tag);
return Id;
}
public void CallReleaseCallbackIfNeeded()
{
AL.GetSource(SourceId, ALGetSourcei.BuffersProcessed, out int ReleasedCount);
if (ReleasedCount > 0)
{
// If we signal, then we also need to have released buffers available
// to return when GetReleasedBuffers is called.
// If playback needs to be re-started due to all buffers being processed,
// then OpenAL zeros the counts (ReleasedCount), so we keep it on the queue.
while (ReleasedCount-- > 0 && QueuedTagsQueue.TryDequeue(out long Tag))
{
AL.SourceUnqueueBuffers(SourceId, 1);
ReleasedTagsQueue.Enqueue(Tag);
}
Callback();
}
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing && !Disposed)
{
Disposed = true;
AL.DeleteSource(SourceId);
foreach (int Id in Buffers.Values)
{
AL.DeleteBuffer(Id);
}
}
}
}
private ConcurrentDictionary<int, Track> Tracks;
private Thread AudioPollerThread;
private bool KeepPolling;
public OpenALAudioOut()
{
Context = new AudioContext();
Tracks = new ConcurrentDictionary<int, Track>();
KeepPolling = true;
AudioPollerThread = new Thread(AudioPollerWork);
AudioPollerThread.Start();
}
/// <summary>
/// True if OpenAL is supported on the device.
/// </summary>
public static bool IsSupported
{
get
{
try
{
return AudioContext.AvailableDevices.Count > 0;
}
catch
{
return false;
}
}
}
private void AudioPollerWork()
{
do
{
foreach (Track Td in Tracks.Values)
{
lock (Td)
{
Td.CallReleaseCallbackIfNeeded();
}
}
// If it's not slept it will waste cycles.
Thread.Sleep(10);
}
while (KeepPolling);
foreach (Track Td in Tracks.Values)
{
Td.Dispose();
}
Tracks.Clear();
}
public int OpenTrack(int SampleRate, int Channels, ReleaseCallback Callback)
{
Track Td = new Track(SampleRate, GetALFormat(Channels), Callback);
for (int Id = 0; Id < MaxTracks; Id++)
{
if (Tracks.TryAdd(Id, Td))
{
return Id;
}
}
return -1;
}
private ALFormat GetALFormat(int Channels)
{
switch (Channels)
{
case 1: return ALFormat.Mono16;
case 2: return ALFormat.Stereo16;
case 6: return ALFormat.Multi51Chn16Ext;
}
throw new ArgumentOutOfRangeException(nameof(Channels));
}
public void CloseTrack(int Track)
{
if (Tracks.TryRemove(Track, out Track Td))
{
lock (Td)
{
Td.Dispose();
}
}
}
public bool ContainsBuffer(int Track, long Tag)
{
if (Tracks.TryGetValue(Track, out Track Td))
{
lock (Td)
{
return Td.ContainsBuffer(Tag);
}
}
return false;
}
public long[] GetReleasedBuffers(int Track, int MaxCount)
{
if (Tracks.TryGetValue(Track, out Track Td))
{
lock (Td)
{
return Td.GetReleasedBuffers(MaxCount);
}
}
return null;
}
public void AppendBuffer<T>(int Track, long Tag, T[] Buffer) where T : struct
{
if (Tracks.TryGetValue(Track, out Track Td))
{
lock (Td)
{
int BufferId = Td.AppendBuffer(Tag);
int Size = Buffer.Length * Marshal.SizeOf<T>();
AL.BufferData<T>(BufferId, Td.Format, Buffer, Size, Td.SampleRate);
AL.SourceQueueBuffer(Td.SourceId, BufferId);
StartPlaybackIfNeeded(Td);
}
}
}
public void Start(int Track)
{
if (Tracks.TryGetValue(Track, out Track Td))
{
lock (Td)
{
Td.State = PlaybackState.Playing;
StartPlaybackIfNeeded(Td);
}
}
}
private void StartPlaybackIfNeeded(Track Td)
{
AL.GetSource(Td.SourceId, ALGetSourcei.SourceState, out int StateInt);
ALSourceState State = (ALSourceState)StateInt;
if (State != ALSourceState.Playing && Td.State == PlaybackState.Playing)
{
AL.SourcePlay(Td.SourceId);
}
}
public void Stop(int Track)
{
if (Tracks.TryGetValue(Track, out Track Td))
{
lock (Td)
{
Td.State = PlaybackState.Stopped;
AL.SourceStop(Td.SourceId);
}
}
}
public PlaybackState GetState(int Track)
{
if (Tracks.TryGetValue(Track, out Track Td))
{
return Td.State;
}
return PlaybackState.Stopped;
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool Disposing)
{
if (Disposing)
{
KeepPolling = false;
}
}
}
}