using Ryujinx.Audio.SoundIo; using SoundIOSharp; using System.Collections.Generic; namespace Ryujinx.Audio { /// <summary> /// An audio renderer that uses libsoundio as the audio backend /// </summary> public class SoundIoAudioOut : IAalOutput { /// <summary> /// The maximum amount of tracks we can issue simultaneously /// </summary> private const int MaximumTracks = 256; /// <summary> /// The <see cref="SoundIO"/> audio context /// </summary> private SoundIO m_AudioContext; /// <summary> /// The <see cref="SoundIODevice"/> audio device /// </summary> private SoundIODevice m_AudioDevice; /// <summary> /// An object pool containing <see cref="SoundIoAudioTrack"/> objects /// </summary> private SoundIoAudioTrackPool m_TrackPool; /// <summary> /// True if SoundIO is supported on the device. /// </summary> public static bool IsSupported => true; /// <summary> /// Constructs a new instance of a <see cref="SoundIoAudioOut"/> /// </summary> public SoundIoAudioOut() { m_AudioContext = new SoundIO(); m_AudioContext.Connect(); m_AudioContext.FlushEvents(); m_AudioDevice = m_AudioContext.GetOutputDevice(m_AudioContext.DefaultOutputDeviceIndex); m_TrackPool = new SoundIoAudioTrackPool(m_AudioContext, m_AudioDevice, MaximumTracks); } /// <summary> /// Gets the current playback state of the specified track /// </summary> /// <param name="trackId">The track to retrieve the playback state for</param> public PlaybackState GetState(int trackId) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { return track.State; } return PlaybackState.Stopped; } /// <summary> /// Creates a new audio track with the specified parameters /// </summary> /// <param name="sampleRate">The requested sample rate</param> /// <param name="channels">The requested channels</param> /// <param name="callback">A <see cref="ReleaseCallback" /> that represents the delegate to invoke when a buffer has been released by the audio track</param> /// <returns>The created track's Track ID</returns> public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback) { if (!m_TrackPool.TryGet(out SoundIoAudioTrack track)) { return -1; } // Open the output. We currently only support 16-bit signed LE track.Open(sampleRate, channels, callback, SoundIOFormat.S16LE); return track.TrackID; } /// <summary> /// Stops playback and closes the track specified by <paramref name="trackId"/> /// </summary> /// <param name="trackId">The ID of the track to close</param> public void CloseTrack(int trackId) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { // Close and dispose of the track track.Close(); // Recycle the track back into the pool m_TrackPool.Put(track); } } /// <summary> /// Starts playback /// </summary> /// <param name="trackId">The ID of the track to start playback on</param> public void Start(int trackId) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { track.Start(); } } /// <summary> /// Stops playback /// </summary> /// <param name="trackId">The ID of the track to stop playback on</param> public void Stop(int trackId) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { track.Stop(); } } /// <summary> /// Appends an audio buffer to the specified track /// </summary> /// <typeparam name="T">The sample type of the buffer</typeparam> /// <param name="trackId">The track to append the buffer to</param> /// <param name="bufferTag">The internal tag of the buffer</param> /// <param name="buffer">The buffer to append to the track</param> public void AppendBuffer<T>(int trackId, long bufferTag, T[] buffer) where T : struct { if(m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { track.AppendBuffer(bufferTag, buffer); } } /// <summary> /// Returns a value indicating whether the specified buffer is currently reserved by the specified track /// </summary> /// <param name="trackId">The track to check</param> /// <param name="bufferTag">The buffer tag to check</param> public bool ContainsBuffer(int trackId, long bufferTag) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { return track.ContainsBuffer(bufferTag); } return false; } /// <summary> /// Gets a list of buffer tags the specified track is no longer reserving /// </summary> /// <param name="trackId">The track to retrieve buffer tags from</param> /// <param name="maxCount">The maximum amount of buffer tags to retrieve</param> /// <returns>Buffers released by the specified track</returns> public long[] GetReleasedBuffers(int trackId, int maxCount) { if (m_TrackPool.TryGet(trackId, out SoundIoAudioTrack track)) { List<long> bufferTags = new List<long>(); while(maxCount-- > 0 && track.ReleasedBuffers.TryDequeue(out long tag)) { bufferTags.Add(tag); } return bufferTags.ToArray(); } return new long[0]; } /// <summary> /// Releases the unmanaged resources used by the <see cref="SoundIoAudioOut" /> /// </summary> public void Dispose() { m_TrackPool.Dispose(); m_AudioContext.Disconnect(); m_AudioContext.Dispose(); } } }