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author | liamwhite <liamwhite@users.noreply.github.com> | 2022-07-23 21:20:39 +0200 |
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committer | GitHub <noreply@github.com> | 2022-07-23 21:20:39 +0200 |
commit | 97729fd8e9c2f8cabc626ab03a666c9428e01c5e (patch) | |
tree | f6a2f3b6c71b51a646d1502c01a4f6be92a3ed26 /src/audio_core/audio_event.h | |
parent | Merge pull request #8629 from Docteh/test_transifex (diff) | |
parent | Project Andio (diff) | |
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Diffstat (limited to 'src/audio_core/audio_event.h')
-rw-r--r-- | src/audio_core/audio_event.h | 92 |
1 files changed, 92 insertions, 0 deletions
diff --git a/src/audio_core/audio_event.h b/src/audio_core/audio_event.h new file mode 100644 index 000000000..82dd32dca --- /dev/null +++ b/src/audio_core/audio_event.h @@ -0,0 +1,92 @@ +// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +#pragma once + +#include <array> +#include <atomic> +#include <chrono> +#include <condition_variable> +#include <mutex> + +namespace AudioCore { +/** + * Responsible for the input/output events, set by the stream backend when buffers are consumed, and + * waited on by the audio manager. These callbacks signal the game's events to keep the audio buffer + * recycling going. + * In a real Switch this is not a seprate class, and exists entirely within the audio manager. + * On the Switch it's implemented more simply through a MultiWaitEventHolder, where it can + * wait on multiple events at once, and the events are not needed by the backend. + */ +class Event { +public: + enum class Type { + AudioInManager, + AudioOutManager, + FinalOutputRecorderManager, + Max, + }; + + /** + * Convert a manager type to an index. + * + * @param type - The manager type to convert + * @return The index of the type. + */ + size_t GetManagerIndex(Type type) const; + + /** + * Set an audio event to true or false. + * + * @param type - The manager type to signal. + * @param signalled - Its signal state. + */ + void SetAudioEvent(Type type, bool signalled); + + /** + * Check if the given manager type is signalled. + * + * @param type - The manager type to check. + * @return True if the event is signalled, otherwise false. + */ + bool CheckAudioEventSet(Type type) const; + + /** + * Get the lock for audio events. + * + * @return Reference to the lock. + */ + std::mutex& GetAudioEventLock(); + + /** + * Get the manager event, this signals the audio manager to release buffers and signal the game + * for more. + * + * @return Reference to the condition variable. + */ + std::condition_variable_any& GetAudioEvent(); + + /** + * Wait on the manager_event. + * + * @param l - Lock held by the wait. + * @param timeout - Timeout for the wait. This is 2 seconds by default. + * @return True if the wait timed out, otherwise false if signalled. + */ + bool Wait(std::unique_lock<std::mutex>& l, std::chrono::seconds timeout); + + /** + * Reset all manager events. + */ + void ClearEvents(); + +private: + /// Lock, used bythe audio manager + std::mutex event_lock; + /// Array of events, one per system type (see Type), last event is used to terminate + std::array<std::atomic<bool>, 4> events_signalled; + /// Event to signal the audio manager + std::condition_variable_any manager_event; +}; + +} // namespace AudioCore |