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-rw-r--r--src/audio_core/sink/cubeb_sink.cpp383
-rw-r--r--src/audio_core/sink/cubeb_sink.h17
-rw-r--r--src/audio_core/sink/null_sink.h49
-rw-r--r--src/audio_core/sink/sdl2_sink.cpp377
-rw-r--r--src/audio_core/sink/sdl2_sink.h17
-rw-r--r--src/audio_core/sink/sink.h15
-rw-r--r--src/audio_core/sink/sink_details.cpp6
-rw-r--r--src/audio_core/sink/sink_stream.cpp279
-rw-r--r--src/audio_core/sink/sink_stream.h175
9 files changed, 478 insertions, 840 deletions
diff --git a/src/audio_core/sink/cubeb_sink.cpp b/src/audio_core/sink/cubeb_sink.cpp
index 90d049e8e..36b115ad6 100644
--- a/src/audio_core/sink/cubeb_sink.cpp
+++ b/src/audio_core/sink/cubeb_sink.cpp
@@ -1,21 +1,13 @@
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
-#include <algorithm>
-#include <atomic>
#include <span>
+#include <vector>
-#include "audio_core/audio_core.h"
-#include "audio_core/audio_event.h"
-#include "audio_core/audio_manager.h"
+#include "audio_core/common/common.h"
#include "audio_core/sink/cubeb_sink.h"
#include "audio_core/sink/sink_stream.h"
-#include "common/assert.h"
-#include "common/fixed_point.h"
#include "common/logging/log.h"
-#include "common/reader_writer_queue.h"
-#include "common/ring_buffer.h"
-#include "common/settings.h"
#include "core/core.h"
#ifdef _WIN32
@@ -42,10 +34,10 @@ public:
* @param system_ - Core system.
* @param event - Event used only for audio renderer, signalled on buffer consume.
*/
- CubebSinkStream(cubeb* ctx_, const u32 device_channels_, const u32 system_channels_,
+ CubebSinkStream(cubeb* ctx_, u32 device_channels_, u32 system_channels_,
cubeb_devid output_device, cubeb_devid input_device, const std::string& name_,
- const StreamType type_, Core::System& system_)
- : ctx{ctx_}, type{type_}, system{system_} {
+ StreamType type_, Core::System& system_)
+ : SinkStream(system_, type_), ctx{ctx_} {
#ifdef _WIN32
CoInitializeEx(nullptr, COINIT_MULTITHREADED);
#endif
@@ -79,12 +71,10 @@ public:
minimum_latency = std::max(minimum_latency, 256u);
- playing_buffer.consumed = true;
-
- LOG_DEBUG(Service_Audio,
- "Opening cubeb stream {} type {} with: rate {} channels {} (system channels {}) "
- "latency {}",
- name, type, params.rate, params.channels, system_channels, minimum_latency);
+ LOG_INFO(Service_Audio,
+ "Opening cubeb stream {} type {} with: rate {} channels {} (system channels {}) "
+ "latency {}",
+ name, type, params.rate, params.channels, system_channels, minimum_latency);
auto init_error{0};
if (type == StreamType::In) {
@@ -111,6 +101,8 @@ public:
~CubebSinkStream() override {
LOG_DEBUG(Service_Audio, "Destructing cubeb stream {}", name);
+ Unstall();
+
if (!ctx) {
return;
}
@@ -136,21 +128,14 @@ public:
* @param resume - Set to true if this is resuming the stream a previously-active stream.
* Default false.
*/
- void Start(const bool resume = false) override {
- if (!ctx) {
+ void Start(bool resume = false) override {
+ if (!ctx || !paused) {
return;
}
- if (resume && was_playing) {
- if (cubeb_stream_start(stream_backend) != CUBEB_OK) {
- LOG_CRITICAL(Audio_Sink, "Error starting cubeb stream");
- }
- paused = false;
- } else if (!resume) {
- if (cubeb_stream_start(stream_backend) != CUBEB_OK) {
- LOG_CRITICAL(Audio_Sink, "Error starting cubeb stream");
- }
- paused = false;
+ paused = false;
+ if (cubeb_stream_start(stream_backend) != CUBEB_OK) {
+ LOG_CRITICAL(Audio_Sink, "Error starting cubeb stream");
}
}
@@ -158,207 +143,20 @@ public:
* Stop the sink stream.
*/
void Stop() override {
- if (!ctx) {
+ Unstall();
+
+ if (!ctx || paused) {
return;
}
+ paused = true;
if (cubeb_stream_stop(stream_backend) != CUBEB_OK) {
LOG_CRITICAL(Audio_Sink, "Error stopping cubeb stream");
}
-
- was_playing.store(!paused);
- paused = true;
- }
-
- /**
- * Append a new buffer and its samples to a waiting queue to play.
- *
- * @param buffer - Audio buffer information to be queued.
- * @param samples - The s16 samples to be queue for playback.
- */
- void AppendBuffer(::AudioCore::Sink::SinkBuffer& buffer, std::vector<s16>& samples) override {
- if (type == StreamType::In) {
- queue.enqueue(buffer);
- queued_buffers++;
- } else {
- constexpr s32 min{std::numeric_limits<s16>::min()};
- constexpr s32 max{std::numeric_limits<s16>::max()};
-
- auto yuzu_volume{Settings::Volume()};
- if (yuzu_volume > 1.0f) {
- yuzu_volume = 0.6f + 20 * std::log10(yuzu_volume);
- }
- auto volume{system_volume * device_volume * yuzu_volume};
-
- if (system_channels == 6 && device_channels == 2) {
- // We're given 6 channels, but our device only outputs 2, so downmix.
- constexpr std::array<f32, 4> down_mix_coeff{1.0f, 0.707f, 0.251f, 0.707f};
-
- for (u32 read_index = 0, write_index = 0; read_index < samples.size();
- read_index += system_channels, write_index += device_channels) {
- const auto left_sample{
- ((Common::FixedPoint<49, 15>(
- samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
- down_mix_coeff[0] +
- samples[read_index + static_cast<u32>(Channels::Center)] *
- down_mix_coeff[1] +
- samples[read_index + static_cast<u32>(Channels::LFE)] *
- down_mix_coeff[2] +
- samples[read_index + static_cast<u32>(Channels::BackLeft)] *
- down_mix_coeff[3]) *
- volume)
- .to_int()};
-
- const auto right_sample{
- ((Common::FixedPoint<49, 15>(
- samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
- down_mix_coeff[0] +
- samples[read_index + static_cast<u32>(Channels::Center)] *
- down_mix_coeff[1] +
- samples[read_index + static_cast<u32>(Channels::LFE)] *
- down_mix_coeff[2] +
- samples[read_index + static_cast<u32>(Channels::BackRight)] *
- down_mix_coeff[3]) *
- volume)
- .to_int()};
-
- samples[write_index + static_cast<u32>(Channels::FrontLeft)] =
- static_cast<s16>(std::clamp(left_sample, min, max));
- samples[write_index + static_cast<u32>(Channels::FrontRight)] =
- static_cast<s16>(std::clamp(right_sample, min, max));
- }
-
- samples.resize(samples.size() / system_channels * device_channels);
-
- } else if (system_channels == 2 && device_channels == 6) {
- // We need moar samples! Not all games will provide 6 channel audio.
- // TODO: Implement some upmixing here. Currently just passthrough, with other
- // channels left as silence.
- std::vector<s16> new_samples(samples.size() / system_channels * device_channels, 0);
-
- for (u32 read_index = 0, write_index = 0; read_index < samples.size();
- read_index += system_channels, write_index += device_channels) {
- const auto left_sample{static_cast<s16>(std::clamp(
- static_cast<s32>(
- static_cast<f32>(
- samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
- volume),
- min, max))};
-
- new_samples[write_index + static_cast<u32>(Channels::FrontLeft)] = left_sample;
-
- const auto right_sample{static_cast<s16>(std::clamp(
- static_cast<s32>(
- static_cast<f32>(
- samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
- volume),
- min, max))};
-
- new_samples[write_index + static_cast<u32>(Channels::FrontRight)] =
- right_sample;
- }
- samples = std::move(new_samples);
-
- } else if (volume != 1.0f) {
- for (u32 i = 0; i < samples.size(); i++) {
- samples[i] = static_cast<s16>(std::clamp(
- static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
- }
- }
-
- samples_buffer.Push(samples);
- queue.enqueue(buffer);
- queued_buffers++;
- }
- }
-
- /**
- * Release a buffer. Audio In only, will fill a buffer with recorded samples.
- *
- * @param num_samples - Maximum number of samples to receive.
- * @return Vector of recorded samples. May have fewer than num_samples.
- */
- std::vector<s16> ReleaseBuffer(const u64 num_samples) override {
- static constexpr s32 min = std::numeric_limits<s16>::min();
- static constexpr s32 max = std::numeric_limits<s16>::max();
-
- auto samples{samples_buffer.Pop(num_samples)};
-
- // TODO: Up-mix to 6 channels if the game expects it.
- // For audio input this is unlikely to ever be the case though.
-
- // Incoming mic volume seems to always be very quiet, so multiply by an additional 8 here.
- // TODO: Play with this and find something that works better.
- auto volume{system_volume * device_volume * 8};
- for (u32 i = 0; i < samples.size(); i++) {
- samples[i] = static_cast<s16>(
- std::clamp(static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
- }
-
- if (samples.size() < num_samples) {
- samples.resize(num_samples, 0);
- }
- return samples;
- }
-
- /**
- * Check if a certain buffer has been consumed (fully played).
- *
- * @param tag - Unique tag of a buffer to check for.
- * @return True if the buffer has been played, otherwise false.
- */
- bool IsBufferConsumed(const u64 tag) override {
- if (released_buffer.tag == 0) {
- if (!released_buffers.try_dequeue(released_buffer)) {
- return false;
- }
- }
-
- if (released_buffer.tag == tag) {
- released_buffer.tag = 0;
- return true;
- }
- return false;
- }
-
- /**
- * Empty out the buffer queue.
- */
- void ClearQueue() override {
- samples_buffer.Pop();
- while (queue.pop()) {
- }
- while (released_buffers.pop()) {
- }
- queued_buffers = 0;
- released_buffer = {};
- playing_buffer = {};
- playing_buffer.consumed = true;
}
private:
/**
- * Signal events back to the audio system that a buffer was played/can be filled.
- *
- * @param buffer - Consumed audio buffer to be released.
- */
- void SignalEvent(const ::AudioCore::Sink::SinkBuffer& buffer) {
- auto& manager{system.AudioCore().GetAudioManager()};
- switch (type) {
- case StreamType::Out:
- released_buffers.enqueue(buffer);
- manager.SetEvent(Event::Type::AudioOutManager, true);
- break;
- case StreamType::In:
- released_buffers.enqueue(buffer);
- manager.SetEvent(Event::Type::AudioInManager, true);
- break;
- case StreamType::Render:
- break;
- }
- }
-
- /**
* Main callback from Cubeb. Either expects samples from us (audio render/audio out), or will
* provide samples to be copied (audio in).
*
@@ -378,106 +176,15 @@ private:
const std::size_t num_channels = impl->GetDeviceChannels();
const std::size_t frame_size = num_channels;
- const std::size_t frame_size_bytes = frame_size * sizeof(s16);
const std::size_t num_frames{static_cast<size_t>(num_frames_)};
- size_t frames_written{0};
- [[maybe_unused]] bool underrun{false};
if (impl->type == StreamType::In) {
- // INPUT
std::span<const s16> input_buffer{reinterpret_cast<const s16*>(in_buff),
num_frames * frame_size};
-
- while (frames_written < num_frames) {
- auto& playing_buffer{impl->playing_buffer};
-
- // If the playing buffer has been consumed or has no frames, we need a new one
- if (playing_buffer.consumed || playing_buffer.frames == 0) {
- if (!impl->queue.try_dequeue(impl->playing_buffer)) {
- // If no buffer was available we've underrun, just push the samples and
- // continue.
- underrun = true;
- impl->samples_buffer.Push(&input_buffer[frames_written * frame_size],
- (num_frames - frames_written) * frame_size);
- frames_written = num_frames;
- continue;
- } else {
- // Successfully got a new buffer, mark the old one as consumed and signal.
- impl->queued_buffers--;
- impl->SignalEvent(impl->playing_buffer);
- }
- }
-
- // Get the minimum frames available between the currently playing buffer, and the
- // amount we have left to fill
- size_t frames_available{
- std::min(playing_buffer.frames - playing_buffer.frames_played,
- num_frames - frames_written)};
-
- impl->samples_buffer.Push(&input_buffer[frames_written * frame_size],
- frames_available * frame_size);
-
- frames_written += frames_available;
- playing_buffer.frames_played += frames_available;
-
- // If that's all the frames in the current buffer, add its samples and mark it as
- // consumed
- if (playing_buffer.frames_played >= playing_buffer.frames) {
- impl->AddPlayedSampleCount(playing_buffer.frames_played * num_channels);
- impl->playing_buffer.consumed = true;
- }
- }
-
- std::memcpy(&impl->last_frame[0], &input_buffer[(frames_written - 1) * frame_size],
- frame_size_bytes);
+ impl->ProcessAudioIn(input_buffer, num_frames);
} else {
- // OUTPUT
std::span<s16> output_buffer{reinterpret_cast<s16*>(out_buff), num_frames * frame_size};
-
- while (frames_written < num_frames) {
- auto& playing_buffer{impl->playing_buffer};
-
- // If the playing buffer has been consumed or has no frames, we need a new one
- if (playing_buffer.consumed || playing_buffer.frames == 0) {
- if (!impl->queue.try_dequeue(impl->playing_buffer)) {
- // If no buffer was available we've underrun, fill the remaining buffer with
- // the last written frame and continue.
- underrun = true;
- for (size_t i = frames_written; i < num_frames; i++) {
- std::memcpy(&output_buffer[i * frame_size], &impl->last_frame[0],
- frame_size_bytes);
- }
- frames_written = num_frames;
- continue;
- } else {
- // Successfully got a new buffer, mark the old one as consumed and signal.
- impl->queued_buffers--;
- impl->SignalEvent(impl->playing_buffer);
- }
- }
-
- // Get the minimum frames available between the currently playing buffer, and the
- // amount we have left to fill
- size_t frames_available{
- std::min(playing_buffer.frames - playing_buffer.frames_played,
- num_frames - frames_written)};
-
- impl->samples_buffer.Pop(&output_buffer[frames_written * frame_size],
- frames_available * frame_size);
-
- frames_written += frames_available;
- playing_buffer.frames_played += frames_available;
-
- // If that's all the frames in the current buffer, add its samples and mark it as
- // consumed
- if (playing_buffer.frames_played >= playing_buffer.frames) {
- impl->AddPlayedSampleCount(playing_buffer.frames_played * num_channels);
- impl->playing_buffer.consumed = true;
- }
- }
-
- std::memcpy(&impl->last_frame[0], &output_buffer[(frames_written - 1) * frame_size],
- frame_size_bytes);
+ impl->ProcessAudioOutAndRender(output_buffer, num_frames);
}
return num_frames_;
@@ -490,32 +197,12 @@ private:
* @param user_data - Custom data pointer passed along, points to a CubebSinkStream.
* @param state - New state of the device.
*/
- static void StateCallback([[maybe_unused]] cubeb_stream* stream,
- [[maybe_unused]] void* user_data,
- [[maybe_unused]] cubeb_state state) {}
+ static void StateCallback(cubeb_stream*, void*, cubeb_state) {}
/// Main Cubeb context
cubeb* ctx{};
/// Cubeb stream backend
cubeb_stream* stream_backend{};
- /// Name of this stream
- std::string name{};
- /// Type of this stream
- StreamType type;
- /// Core system
- Core::System& system;
- /// Ring buffer of the samples waiting to be played or consumed
- Common::RingBuffer<s16, 0x10000> samples_buffer;
- /// Audio buffers queued and waiting to play
- Common::ReaderWriterQueue<::AudioCore::Sink::SinkBuffer> queue;
- /// The currently-playing audio buffer
- ::AudioCore::Sink::SinkBuffer playing_buffer{};
- /// Audio buffers which have been played and are in queue to be released by the audio system
- Common::ReaderWriterQueue<::AudioCore::Sink::SinkBuffer> released_buffers{};
- /// Currently released buffer waiting to be taken by the audio system
- ::AudioCore::Sink::SinkBuffer released_buffer{};
- /// The last played (or received) frame of audio, used when the callback underruns
- std::array<s16, MaxChannels> last_frame{};
};
CubebSink::CubebSink(std::string_view target_device_name) {
@@ -569,15 +256,15 @@ CubebSink::~CubebSink() {
#endif
}
-SinkStream* CubebSink::AcquireSinkStream(Core::System& system, const u32 system_channels,
- const std::string& name, const StreamType type) {
+SinkStream* CubebSink::AcquireSinkStream(Core::System& system, u32 system_channels,
+ const std::string& name, StreamType type) {
SinkStreamPtr& stream = sink_streams.emplace_back(std::make_unique<CubebSinkStream>(
ctx, device_channels, system_channels, output_device, input_device, name, type, system));
return stream.get();
}
-void CubebSink::CloseStream(const SinkStream* stream) {
+void CubebSink::CloseStream(SinkStream* stream) {
for (size_t i = 0; i < sink_streams.size(); i++) {
if (sink_streams[i].get() == stream) {
sink_streams[i].reset();
@@ -591,18 +278,6 @@ void CubebSink::CloseStreams() {
sink_streams.clear();
}
-void CubebSink::PauseStreams() {
- for (auto& stream : sink_streams) {
- stream->Stop();
- }
-}
-
-void CubebSink::UnpauseStreams() {
- for (auto& stream : sink_streams) {
- stream->Start(true);
- }
-}
-
f32 CubebSink::GetDeviceVolume() const {
if (sink_streams.empty()) {
return 1.0f;
@@ -611,19 +286,19 @@ f32 CubebSink::GetDeviceVolume() const {
return sink_streams[0]->GetDeviceVolume();
}
-void CubebSink::SetDeviceVolume(const f32 volume) {
+void CubebSink::SetDeviceVolume(f32 volume) {
for (auto& stream : sink_streams) {
stream->SetDeviceVolume(volume);
}
}
-void CubebSink::SetSystemVolume(const f32 volume) {
+void CubebSink::SetSystemVolume(f32 volume) {
for (auto& stream : sink_streams) {
stream->SetSystemVolume(volume);
}
}
-std::vector<std::string> ListCubebSinkDevices(const bool capture) {
+std::vector<std::string> ListCubebSinkDevices(bool capture) {
std::vector<std::string> device_list;
cubeb* ctx;
diff --git a/src/audio_core/sink/cubeb_sink.h b/src/audio_core/sink/cubeb_sink.h
index f0f43dfa1..4b0cb160d 100644
--- a/src/audio_core/sink/cubeb_sink.h
+++ b/src/audio_core/sink/cubeb_sink.h
@@ -34,8 +34,7 @@ public:
* May differ from the device's channel count.
* @param name - Name of this stream.
* @param type - Type of this stream, render/in/out.
- * @param event - Audio render only, a signal used to prevent the renderer running too
- * fast.
+ *
* @return A pointer to the created SinkStream
*/
SinkStream* AcquireSinkStream(Core::System& system, u32 system_channels,
@@ -46,7 +45,7 @@ public:
*
* @param stream - The stream to close.
*/
- void CloseStream(const SinkStream* stream) override;
+ void CloseStream(SinkStream* stream) override;
/**
* Close all streams.
@@ -54,16 +53,6 @@ public:
void CloseStreams() override;
/**
- * Pause all streams.
- */
- void PauseStreams() override;
-
- /**
- * Unpause all streams.
- */
- void UnpauseStreams() override;
-
- /**
* Get the device volume. Set from calls to the IAudioDevice service.
*
* @return Volume of the device.
@@ -101,7 +90,7 @@ private:
};
/**
- * Get a list of conencted devices from Cubeb.
+ * Get a list of connected devices from Cubeb.
*
* @param capture - Return input (capture) devices if true, otherwise output devices.
*/
diff --git a/src/audio_core/sink/null_sink.h b/src/audio_core/sink/null_sink.h
index 47a342171..1215d3cd2 100644
--- a/src/audio_core/sink/null_sink.h
+++ b/src/audio_core/sink/null_sink.h
@@ -3,10 +3,29 @@
#pragma once
+#include <string>
+#include <string_view>
+#include <vector>
+
#include "audio_core/sink/sink.h"
#include "audio_core/sink/sink_stream.h"
+namespace Core {
+class System;
+} // namespace Core
+
namespace AudioCore::Sink {
+class NullSinkStreamImpl final : public SinkStream {
+public:
+ explicit NullSinkStreamImpl(Core::System& system_, StreamType type_)
+ : SinkStream{system_, type_} {}
+ ~NullSinkStreamImpl() override {}
+ void AppendBuffer(SinkBuffer&, std::vector<s16>&) override {}
+ std::vector<s16> ReleaseBuffer(u64) override {
+ return {};
+ }
+};
+
/**
* A no-op sink for when no audio out is wanted.
*/
@@ -15,17 +34,16 @@ public:
explicit NullSink(std::string_view) {}
~NullSink() override = default;
- SinkStream* AcquireSinkStream([[maybe_unused]] Core::System& system,
- [[maybe_unused]] u32 system_channels,
- [[maybe_unused]] const std::string& name,
- [[maybe_unused]] StreamType type) override {
- return &null_sink_stream;
+ SinkStream* AcquireSinkStream(Core::System& system, u32, const std::string&,
+ StreamType type) override {
+ if (null_sink == nullptr) {
+ null_sink = std::make_unique<NullSinkStreamImpl>(system, type);
+ }
+ return null_sink.get();
}
- void CloseStream([[maybe_unused]] const SinkStream* stream) override {}
+ void CloseStream(SinkStream*) override {}
void CloseStreams() override {}
- void PauseStreams() override {}
- void UnpauseStreams() override {}
f32 GetDeviceVolume() const override {
return 1.0f;
}
@@ -33,20 +51,7 @@ public:
void SetSystemVolume(f32 volume) override {}
private:
- struct NullSinkStreamImpl final : SinkStream {
- void Finalize() override {}
- void Start(bool resume = false) override {}
- void Stop() override {}
- void AppendBuffer([[maybe_unused]] ::AudioCore::Sink::SinkBuffer& buffer,
- [[maybe_unused]] std::vector<s16>& samples) override {}
- std::vector<s16> ReleaseBuffer([[maybe_unused]] u64 num_samples) override {
- return {};
- }
- bool IsBufferConsumed([[maybe_unused]] const u64 tag) {
- return true;
- }
- void ClearQueue() override {}
- } null_sink_stream;
+ SinkStreamPtr null_sink{};
};
} // namespace AudioCore::Sink
diff --git a/src/audio_core/sink/sdl2_sink.cpp b/src/audio_core/sink/sdl2_sink.cpp
index d6c9ec90d..1bd001b94 100644
--- a/src/audio_core/sink/sdl2_sink.cpp
+++ b/src/audio_core/sink/sdl2_sink.cpp
@@ -1,20 +1,13 @@
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
-#include <algorithm>
-#include <atomic>
+#include <span>
+#include <vector>
-#include "audio_core/audio_core.h"
-#include "audio_core/audio_event.h"
-#include "audio_core/audio_manager.h"
+#include "audio_core/common/common.h"
#include "audio_core/sink/sdl2_sink.h"
#include "audio_core/sink/sink_stream.h"
-#include "common/assert.h"
-#include "common/fixed_point.h"
#include "common/logging/log.h"
-#include "common/reader_writer_queue.h"
-#include "common/ring_buffer.h"
-#include "common/settings.h"
#include "core/core.h"
// Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307
@@ -44,10 +37,9 @@ public:
* @param system_ - Core system.
* @param event - Event used only for audio renderer, signalled on buffer consume.
*/
- SDLSinkStream(u32 device_channels_, const u32 system_channels_,
- const std::string& output_device, const std::string& input_device,
- const StreamType type_, Core::System& system_)
- : type{type_}, system{system_} {
+ SDLSinkStream(u32 device_channels_, u32 system_channels_, const std::string& output_device,
+ const std::string& input_device, StreamType type_, Core::System& system_)
+ : SinkStream{system_, type_} {
system_channels = system_channels_;
device_channels = device_channels_;
@@ -63,8 +55,6 @@ public:
spec.callback = &SDLSinkStream::DataCallback;
spec.userdata = this;
- playing_buffer.consumed = true;
-
std::string device_name{output_device};
bool capture{false};
if (type == StreamType::In) {
@@ -84,31 +74,30 @@ public:
return;
}
- LOG_DEBUG(Service_Audio,
- "Opening sdl stream {} with: rate {} channels {} (system channels {}) "
- " samples {}",
- device, obtained.freq, obtained.channels, system_channels, obtained.samples);
+ LOG_INFO(Service_Audio,
+ "Opening SDL stream {} with: rate {} channels {} (system channels {}) "
+ " samples {}",
+ device, obtained.freq, obtained.channels, system_channels, obtained.samples);
}
/**
* Destroy the sink stream.
*/
~SDLSinkStream() override {
- if (device == 0) {
- return;
- }
-
- SDL_CloseAudioDevice(device);
+ LOG_DEBUG(Service_Audio, "Destructing SDL stream {}", name);
+ Finalize();
}
/**
* Finalize the sink stream.
*/
void Finalize() override {
+ Unstall();
if (device == 0) {
return;
}
+ Stop();
SDL_CloseAudioDevice(device);
}
@@ -118,217 +107,29 @@ public:
* @param resume - Set to true if this is resuming the stream a previously-active stream.
* Default false.
*/
- void Start(const bool resume = false) override {
- if (device == 0) {
+ void Start(bool resume = false) override {
+ if (device == 0 || !paused) {
return;
}
- if (resume && was_playing) {
- SDL_PauseAudioDevice(device, 0);
- paused = false;
- } else if (!resume) {
- SDL_PauseAudioDevice(device, 0);
- paused = false;
- }
+ paused = false;
+ SDL_PauseAudioDevice(device, 0);
}
/**
* Stop the sink stream.
*/
- void Stop() {
- if (device == 0) {
+ void Stop() override {
+ Unstall();
+ if (device == 0 || paused) {
return;
}
- SDL_PauseAudioDevice(device, 1);
paused = true;
- }
-
- /**
- * Append a new buffer and its samples to a waiting queue to play.
- *
- * @param buffer - Audio buffer information to be queued.
- * @param samples - The s16 samples to be queue for playback.
- */
- void AppendBuffer(::AudioCore::Sink::SinkBuffer& buffer, std::vector<s16>& samples) override {
- if (type == StreamType::In) {
- queue.enqueue(buffer);
- queued_buffers++;
- } else {
- constexpr s32 min = std::numeric_limits<s16>::min();
- constexpr s32 max = std::numeric_limits<s16>::max();
-
- auto yuzu_volume{Settings::Volume()};
- auto volume{system_volume * device_volume * yuzu_volume};
-
- if (system_channels == 6 && device_channels == 2) {
- // We're given 6 channels, but our device only outputs 2, so downmix.
- constexpr std::array<f32, 4> down_mix_coeff{1.0f, 0.707f, 0.251f, 0.707f};
-
- for (u32 read_index = 0, write_index = 0; read_index < samples.size();
- read_index += system_channels, write_index += device_channels) {
- const auto left_sample{
- ((Common::FixedPoint<49, 15>(
- samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
- down_mix_coeff[0] +
- samples[read_index + static_cast<u32>(Channels::Center)] *
- down_mix_coeff[1] +
- samples[read_index + static_cast<u32>(Channels::LFE)] *
- down_mix_coeff[2] +
- samples[read_index + static_cast<u32>(Channels::BackLeft)] *
- down_mix_coeff[3]) *
- volume)
- .to_int()};
-
- const auto right_sample{
- ((Common::FixedPoint<49, 15>(
- samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
- down_mix_coeff[0] +
- samples[read_index + static_cast<u32>(Channels::Center)] *
- down_mix_coeff[1] +
- samples[read_index + static_cast<u32>(Channels::LFE)] *
- down_mix_coeff[2] +
- samples[read_index + static_cast<u32>(Channels::BackRight)] *
- down_mix_coeff[3]) *
- volume)
- .to_int()};
-
- samples[write_index + static_cast<u32>(Channels::FrontLeft)] =
- static_cast<s16>(std::clamp(left_sample, min, max));
- samples[write_index + static_cast<u32>(Channels::FrontRight)] =
- static_cast<s16>(std::clamp(right_sample, min, max));
- }
-
- samples.resize(samples.size() / system_channels * device_channels);
-
- } else if (system_channels == 2 && device_channels == 6) {
- // We need moar samples! Not all games will provide 6 channel audio.
- // TODO: Implement some upmixing here. Currently just passthrough, with other
- // channels left as silence.
- std::vector<s16> new_samples(samples.size() / system_channels * device_channels, 0);
-
- for (u32 read_index = 0, write_index = 0; read_index < samples.size();
- read_index += system_channels, write_index += device_channels) {
- const auto left_sample{static_cast<s16>(std::clamp(
- static_cast<s32>(
- static_cast<f32>(
- samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
- volume),
- min, max))};
-
- new_samples[write_index + static_cast<u32>(Channels::FrontLeft)] = left_sample;
-
- const auto right_sample{static_cast<s16>(std::clamp(
- static_cast<s32>(
- static_cast<f32>(
- samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
- volume),
- min, max))};
-
- new_samples[write_index + static_cast<u32>(Channels::FrontRight)] =
- right_sample;
- }
- samples = std::move(new_samples);
-
- } else if (volume != 1.0f) {
- for (u32 i = 0; i < samples.size(); i++) {
- samples[i] = static_cast<s16>(std::clamp(
- static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
- }
- }
-
- samples_buffer.Push(samples);
- queue.enqueue(buffer);
- queued_buffers++;
- }
- }
-
- /**
- * Release a buffer. Audio In only, will fill a buffer with recorded samples.
- *
- * @param num_samples - Maximum number of samples to receive.
- * @return Vector of recorded samples. May have fewer than num_samples.
- */
- std::vector<s16> ReleaseBuffer(const u64 num_samples) override {
- static constexpr s32 min = std::numeric_limits<s16>::min();
- static constexpr s32 max = std::numeric_limits<s16>::max();
-
- auto samples{samples_buffer.Pop(num_samples)};
-
- // TODO: Up-mix to 6 channels if the game expects it.
- // For audio input this is unlikely to ever be the case though.
-
- // Incoming mic volume seems to always be very quiet, so multiply by an additional 8 here.
- // TODO: Play with this and find something that works better.
- auto volume{system_volume * device_volume * 8};
- for (u32 i = 0; i < samples.size(); i++) {
- samples[i] = static_cast<s16>(
- std::clamp(static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
- }
-
- if (samples.size() < num_samples) {
- samples.resize(num_samples, 0);
- }
- return samples;
- }
-
- /**
- * Check if a certain buffer has been consumed (fully played).
- *
- * @param tag - Unique tag of a buffer to check for.
- * @return True if the buffer has been played, otherwise false.
- */
- bool IsBufferConsumed(const u64 tag) override {
- if (released_buffer.tag == 0) {
- if (!released_buffers.try_dequeue(released_buffer)) {
- return false;
- }
- }
-
- if (released_buffer.tag == tag) {
- released_buffer.tag = 0;
- return true;
- }
- return false;
- }
-
- /**
- * Empty out the buffer queue.
- */
- void ClearQueue() override {
- samples_buffer.Pop();
- while (queue.pop()) {
- }
- while (released_buffers.pop()) {
- }
- released_buffer = {};
- playing_buffer = {};
- playing_buffer.consumed = true;
- queued_buffers = 0;
+ SDL_PauseAudioDevice(device, 1);
}
private:
/**
- * Signal events back to the audio system that a buffer was played/can be filled.
- *
- * @param buffer - Consumed audio buffer to be released.
- */
- void SignalEvent(const ::AudioCore::Sink::SinkBuffer& buffer) {
- auto& manager{system.AudioCore().GetAudioManager()};
- switch (type) {
- case StreamType::Out:
- released_buffers.enqueue(buffer);
- manager.SetEvent(Event::Type::AudioOutManager, true);
- break;
- case StreamType::In:
- released_buffers.enqueue(buffer);
- manager.SetEvent(Event::Type::AudioInManager, true);
- break;
- case StreamType::Render:
- break;
- }
- }
-
- /**
* Main callback from SDL. Either expects samples from us (audio render/audio out), or will
* provide samples to be copied (audio in).
*
@@ -345,122 +146,20 @@ private:
const std::size_t num_channels = impl->GetDeviceChannels();
const std::size_t frame_size = num_channels;
- const std::size_t frame_size_bytes = frame_size * sizeof(s16);
const std::size_t num_frames{len / num_channels / sizeof(s16)};
- size_t frames_written{0};
- [[maybe_unused]] bool underrun{false};
if (impl->type == StreamType::In) {
- std::span<s16> input_buffer{reinterpret_cast<s16*>(stream), num_frames * frame_size};
-
- while (frames_written < num_frames) {
- auto& playing_buffer{impl->playing_buffer};
-
- // If the playing buffer has been consumed or has no frames, we need a new one
- if (playing_buffer.consumed || playing_buffer.frames == 0) {
- if (!impl->queue.try_dequeue(impl->playing_buffer)) {
- // If no buffer was available we've underrun, just push the samples and
- // continue.
- underrun = true;
- impl->samples_buffer.Push(&input_buffer[frames_written * frame_size],
- (num_frames - frames_written) * frame_size);
- frames_written = num_frames;
- continue;
- } else {
- impl->queued_buffers--;
- impl->SignalEvent(impl->playing_buffer);
- }
- }
-
- // Get the minimum frames available between the currently playing buffer, and the
- // amount we have left to fill
- size_t frames_available{
- std::min(playing_buffer.frames - playing_buffer.frames_played,
- num_frames - frames_written)};
-
- impl->samples_buffer.Push(&input_buffer[frames_written * frame_size],
- frames_available * frame_size);
-
- frames_written += frames_available;
- playing_buffer.frames_played += frames_available;
-
- // If that's all the frames in the current buffer, add its samples and mark it as
- // consumed
- if (playing_buffer.frames_played >= playing_buffer.frames) {
- impl->AddPlayedSampleCount(playing_buffer.frames_played * num_channels);
- impl->playing_buffer.consumed = true;
- }
- }
-
- std::memcpy(&impl->last_frame[0], &input_buffer[(frames_written - 1) * frame_size],
- frame_size_bytes);
+ std::span<const s16> input_buffer{reinterpret_cast<const s16*>(stream),
+ num_frames * frame_size};
+ impl->ProcessAudioIn(input_buffer, num_frames);
} else {
std::span<s16> output_buffer{reinterpret_cast<s16*>(stream), num_frames * frame_size};
-
- while (frames_written < num_frames) {
- auto& playing_buffer{impl->playing_buffer};
-
- // If the playing buffer has been consumed or has no frames, we need a new one
- if (playing_buffer.consumed || playing_buffer.frames == 0) {
- if (!impl->queue.try_dequeue(impl->playing_buffer)) {
- // If no buffer was available we've underrun, fill the remaining buffer with
- // the last written frame and continue.
- underrun = true;
- for (size_t i = frames_written; i < num_frames; i++) {
- std::memcpy(&output_buffer[i * frame_size], &impl->last_frame[0],
- frame_size_bytes);
- }
- frames_written = num_frames;
- continue;
- } else {
- impl->queued_buffers--;
- impl->SignalEvent(impl->playing_buffer);
- }
- }
-
- // Get the minimum frames available between the currently playing buffer, and the
- // amount we have left to fill
- size_t frames_available{
- std::min(playing_buffer.frames - playing_buffer.frames_played,
- num_frames - frames_written)};
-
- impl->samples_buffer.Pop(&output_buffer[frames_written * frame_size],
- frames_available * frame_size);
-
- frames_written += frames_available;
- playing_buffer.frames_played += frames_available;
-
- // If that's all the frames in the current buffer, add its samples and mark it as
- // consumed
- if (playing_buffer.frames_played >= playing_buffer.frames) {
- impl->AddPlayedSampleCount(playing_buffer.frames_played * num_channels);
- impl->playing_buffer.consumed = true;
- }
- }
-
- std::memcpy(&impl->last_frame[0], &output_buffer[(frames_written - 1) * frame_size],
- frame_size_bytes);
+ impl->ProcessAudioOutAndRender(output_buffer, num_frames);
}
}
/// SDL device id of the opened input/output device
SDL_AudioDeviceID device{};
- /// Type of this stream
- StreamType type;
- /// Core system
- Core::System& system;
- /// Ring buffer of the samples waiting to be played or consumed
- Common::RingBuffer<s16, 0x10000> samples_buffer;
- /// Audio buffers queued and waiting to play
- Common::ReaderWriterQueue<::AudioCore::Sink::SinkBuffer> queue;
- /// The currently-playing audio buffer
- ::AudioCore::Sink::SinkBuffer playing_buffer{};
- /// Audio buffers which have been played and are in queue to be released by the audio system
- Common::ReaderWriterQueue<::AudioCore::Sink::SinkBuffer> released_buffers{};
- /// Currently released buffer waiting to be taken by the audio system
- ::AudioCore::Sink::SinkBuffer released_buffer{};
- /// The last played (or received) frame of audio, used when the callback underruns
- std::array<s16, MaxChannels> last_frame{};
};
SDLSink::SDLSink(std::string_view target_device_name) {
@@ -482,14 +181,14 @@ SDLSink::SDLSink(std::string_view target_device_name) {
SDLSink::~SDLSink() = default;
-SinkStream* SDLSink::AcquireSinkStream(Core::System& system, const u32 system_channels,
- const std::string&, const StreamType type) {
+SinkStream* SDLSink::AcquireSinkStream(Core::System& system, u32 system_channels,
+ const std::string&, StreamType type) {
SinkStreamPtr& stream = sink_streams.emplace_back(std::make_unique<SDLSinkStream>(
device_channels, system_channels, output_device, input_device, type, system));
return stream.get();
}
-void SDLSink::CloseStream(const SinkStream* stream) {
+void SDLSink::CloseStream(SinkStream* stream) {
for (size_t i = 0; i < sink_streams.size(); i++) {
if (sink_streams[i].get() == stream) {
sink_streams[i].reset();
@@ -503,18 +202,6 @@ void SDLSink::CloseStreams() {
sink_streams.clear();
}
-void SDLSink::PauseStreams() {
- for (auto& stream : sink_streams) {
- stream->Stop();
- }
-}
-
-void SDLSink::UnpauseStreams() {
- for (auto& stream : sink_streams) {
- stream->Start();
- }
-}
-
f32 SDLSink::GetDeviceVolume() const {
if (sink_streams.empty()) {
return 1.0f;
@@ -523,19 +210,19 @@ f32 SDLSink::GetDeviceVolume() const {
return sink_streams[0]->GetDeviceVolume();
}
-void SDLSink::SetDeviceVolume(const f32 volume) {
+void SDLSink::SetDeviceVolume(f32 volume) {
for (auto& stream : sink_streams) {
stream->SetDeviceVolume(volume);
}
}
-void SDLSink::SetSystemVolume(const f32 volume) {
+void SDLSink::SetSystemVolume(f32 volume) {
for (auto& stream : sink_streams) {
stream->SetSystemVolume(volume);
}
}
-std::vector<std::string> ListSDLSinkDevices(const bool capture) {
+std::vector<std::string> ListSDLSinkDevices(bool capture) {
std::vector<std::string> device_list;
if (!SDL_WasInit(SDL_INIT_AUDIO)) {
diff --git a/src/audio_core/sink/sdl2_sink.h b/src/audio_core/sink/sdl2_sink.h
index 186bc2fa3..f01eddc1b 100644
--- a/src/audio_core/sink/sdl2_sink.h
+++ b/src/audio_core/sink/sdl2_sink.h
@@ -32,8 +32,7 @@ public:
* May differ from the device's channel count.
* @param name - Name of this stream.
* @param type - Type of this stream, render/in/out.
- * @param event - Audio render only, a signal used to prevent the renderer running too
- * fast.
+ *
* @return A pointer to the created SinkStream
*/
SinkStream* AcquireSinkStream(Core::System& system, u32 system_channels,
@@ -44,7 +43,7 @@ public:
*
* @param stream - The stream to close.
*/
- void CloseStream(const SinkStream* stream) override;
+ void CloseStream(SinkStream* stream) override;
/**
* Close all streams.
@@ -52,16 +51,6 @@ public:
void CloseStreams() override;
/**
- * Pause all streams.
- */
- void PauseStreams() override;
-
- /**
- * Unpause all streams.
- */
- void UnpauseStreams() override;
-
- /**
* Get the device volume. Set from calls to the IAudioDevice service.
*
* @return Volume of the device.
@@ -92,7 +81,7 @@ private:
};
/**
- * Get a list of conencted devices from Cubeb.
+ * Get a list of connected devices from SDL.
*
* @param capture - Return input (capture) devices if true, otherwise output devices.
*/
diff --git a/src/audio_core/sink/sink.h b/src/audio_core/sink/sink.h
index 91fe455e4..f28c6d126 100644
--- a/src/audio_core/sink/sink.h
+++ b/src/audio_core/sink/sink.h
@@ -32,7 +32,7 @@ public:
*
* @param stream - The stream to close.
*/
- virtual void CloseStream(const SinkStream* stream) = 0;
+ virtual void CloseStream(SinkStream* stream) = 0;
/**
* Close all streams.
@@ -40,16 +40,6 @@ public:
virtual void CloseStreams() = 0;
/**
- * Pause all streams.
- */
- virtual void PauseStreams() = 0;
-
- /**
- * Unpause all streams.
- */
- virtual void UnpauseStreams() = 0;
-
- /**
* Create a new sink stream, kept within this sink, with a pointer returned for use.
* Do not free the returned pointer. When done with the stream, call CloseStream on the sink.
*
@@ -58,8 +48,7 @@ public:
* May differ from the device's channel count.
* @param name - Name of this stream.
* @param type - Type of this stream, render/in/out.
- * @param event - Audio render only, a signal used to prevent the renderer running too
- * fast.
+ *
* @return A pointer to the created SinkStream
*/
virtual SinkStream* AcquireSinkStream(Core::System& system, u32 system_channels,
diff --git a/src/audio_core/sink/sink_details.cpp b/src/audio_core/sink/sink_details.cpp
index 253c0fd1e..67bdab779 100644
--- a/src/audio_core/sink/sink_details.cpp
+++ b/src/audio_core/sink/sink_details.cpp
@@ -5,7 +5,7 @@
#include <memory>
#include <string>
#include <vector>
-#include "audio_core/sink/null_sink.h"
+
#include "audio_core/sink/sink_details.h"
#ifdef HAVE_CUBEB
#include "audio_core/sink/cubeb_sink.h"
@@ -13,6 +13,7 @@
#ifdef HAVE_SDL2
#include "audio_core/sink/sdl2_sink.h"
#endif
+#include "audio_core/sink/null_sink.h"
#include "common/logging/log.h"
namespace AudioCore::Sink {
@@ -59,8 +60,7 @@ const SinkDetails& GetOutputSinkDetails(std::string_view sink_id) {
if (sink_id == "auto" || iter == std::end(sink_details)) {
if (sink_id != "auto") {
- LOG_ERROR(Audio, "AudioCore::Sink::GetOutputSinkDetails given invalid sink_id {}",
- sink_id);
+ LOG_ERROR(Audio, "Invalid sink_id {}", sink_id);
}
// Auto-select.
// sink_details is ordered in terms of desirability, with the best choice at the front.
diff --git a/src/audio_core/sink/sink_stream.cpp b/src/audio_core/sink/sink_stream.cpp
new file mode 100644
index 000000000..37fe725e4
--- /dev/null
+++ b/src/audio_core/sink/sink_stream.cpp
@@ -0,0 +1,279 @@
+// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include <array>
+#include <atomic>
+#include <memory>
+#include <span>
+#include <vector>
+
+#include "audio_core/audio_core.h"
+#include "audio_core/common/common.h"
+#include "audio_core/sink/sink_stream.h"
+#include "common/common_types.h"
+#include "common/fixed_point.h"
+#include "common/settings.h"
+#include "core/core.h"
+
+namespace AudioCore::Sink {
+
+void SinkStream::AppendBuffer(SinkBuffer& buffer, std::vector<s16>& samples) {
+ if (type == StreamType::In) {
+ queue.enqueue(buffer);
+ queued_buffers++;
+ return;
+ }
+
+ constexpr s32 min{std::numeric_limits<s16>::min()};
+ constexpr s32 max{std::numeric_limits<s16>::max()};
+
+ auto yuzu_volume{Settings::Volume()};
+ if (yuzu_volume > 1.0f) {
+ yuzu_volume = 0.6f + 20 * std::log10(yuzu_volume);
+ }
+ auto volume{system_volume * device_volume * yuzu_volume};
+
+ if (system_channels == 6 && device_channels == 2) {
+ // We're given 6 channels, but our device only outputs 2, so downmix.
+ constexpr std::array<f32, 4> down_mix_coeff{1.0f, 0.707f, 0.251f, 0.707f};
+
+ for (u32 read_index = 0, write_index = 0; read_index < samples.size();
+ read_index += system_channels, write_index += device_channels) {
+ const auto left_sample{
+ ((Common::FixedPoint<49, 15>(
+ samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
+ down_mix_coeff[0] +
+ samples[read_index + static_cast<u32>(Channels::Center)] * down_mix_coeff[1] +
+ samples[read_index + static_cast<u32>(Channels::LFE)] * down_mix_coeff[2] +
+ samples[read_index + static_cast<u32>(Channels::BackLeft)] * down_mix_coeff[3]) *
+ volume)
+ .to_int()};
+
+ const auto right_sample{
+ ((Common::FixedPoint<49, 15>(
+ samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
+ down_mix_coeff[0] +
+ samples[read_index + static_cast<u32>(Channels::Center)] * down_mix_coeff[1] +
+ samples[read_index + static_cast<u32>(Channels::LFE)] * down_mix_coeff[2] +
+ samples[read_index + static_cast<u32>(Channels::BackRight)] * down_mix_coeff[3]) *
+ volume)
+ .to_int()};
+
+ samples[write_index + static_cast<u32>(Channels::FrontLeft)] =
+ static_cast<s16>(std::clamp(left_sample, min, max));
+ samples[write_index + static_cast<u32>(Channels::FrontRight)] =
+ static_cast<s16>(std::clamp(right_sample, min, max));
+ }
+
+ samples.resize(samples.size() / system_channels * device_channels);
+
+ } else if (system_channels == 2 && device_channels == 6) {
+ // We need moar samples! Not all games will provide 6 channel audio.
+ // TODO: Implement some upmixing here. Currently just passthrough, with other
+ // channels left as silence.
+ std::vector<s16> new_samples(samples.size() / system_channels * device_channels, 0);
+
+ for (u32 read_index = 0, write_index = 0; read_index < samples.size();
+ read_index += system_channels, write_index += device_channels) {
+ const auto left_sample{static_cast<s16>(std::clamp(
+ static_cast<s32>(
+ static_cast<f32>(samples[read_index + static_cast<u32>(Channels::FrontLeft)]) *
+ volume),
+ min, max))};
+
+ new_samples[write_index + static_cast<u32>(Channels::FrontLeft)] = left_sample;
+
+ const auto right_sample{static_cast<s16>(std::clamp(
+ static_cast<s32>(
+ static_cast<f32>(samples[read_index + static_cast<u32>(Channels::FrontRight)]) *
+ volume),
+ min, max))};
+
+ new_samples[write_index + static_cast<u32>(Channels::FrontRight)] = right_sample;
+ }
+ samples = std::move(new_samples);
+
+ } else if (volume != 1.0f) {
+ for (u32 i = 0; i < samples.size(); i++) {
+ samples[i] = static_cast<s16>(
+ std::clamp(static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
+ }
+ }
+
+ samples_buffer.Push(samples);
+ queue.enqueue(buffer);
+ queued_buffers++;
+}
+
+std::vector<s16> SinkStream::ReleaseBuffer(u64 num_samples) {
+ constexpr s32 min = std::numeric_limits<s16>::min();
+ constexpr s32 max = std::numeric_limits<s16>::max();
+
+ auto samples{samples_buffer.Pop(num_samples)};
+
+ // TODO: Up-mix to 6 channels if the game expects it.
+ // For audio input this is unlikely to ever be the case though.
+
+ // Incoming mic volume seems to always be very quiet, so multiply by an additional 8 here.
+ // TODO: Play with this and find something that works better.
+ auto volume{system_volume * device_volume * 8};
+ for (u32 i = 0; i < samples.size(); i++) {
+ samples[i] = static_cast<s16>(
+ std::clamp(static_cast<s32>(static_cast<f32>(samples[i]) * volume), min, max));
+ }
+
+ if (samples.size() < num_samples) {
+ samples.resize(num_samples, 0);
+ }
+ return samples;
+}
+
+void SinkStream::ClearQueue() {
+ samples_buffer.Pop();
+ while (queue.pop()) {
+ }
+ queued_buffers = 0;
+ playing_buffer = {};
+ playing_buffer.consumed = true;
+}
+
+void SinkStream::ProcessAudioIn(std::span<const s16> input_buffer, std::size_t num_frames) {
+ const std::size_t num_channels = GetDeviceChannels();
+ const std::size_t frame_size = num_channels;
+ const std::size_t frame_size_bytes = frame_size * sizeof(s16);
+ size_t frames_written{0};
+
+ // If we're paused or going to shut down, we don't want to consume buffers as coretiming is
+ // paused and we'll desync, so just return.
+ if (system.IsPaused() || system.IsShuttingDown()) {
+ return;
+ }
+
+ if (queued_buffers > max_queue_size) {
+ Stall();
+ }
+
+ while (frames_written < num_frames) {
+ // If the playing buffer has been consumed or has no frames, we need a new one
+ if (playing_buffer.consumed || playing_buffer.frames == 0) {
+ if (!queue.try_dequeue(playing_buffer)) {
+ // If no buffer was available we've underrun, just push the samples and
+ // continue.
+ samples_buffer.Push(&input_buffer[frames_written * frame_size],
+ (num_frames - frames_written) * frame_size);
+ frames_written = num_frames;
+ continue;
+ }
+ // Successfully dequeued a new buffer.
+ queued_buffers--;
+ }
+
+ // Get the minimum frames available between the currently playing buffer, and the
+ // amount we have left to fill
+ size_t frames_available{std::min(playing_buffer.frames - playing_buffer.frames_played,
+ num_frames - frames_written)};
+
+ samples_buffer.Push(&input_buffer[frames_written * frame_size],
+ frames_available * frame_size);
+
+ frames_written += frames_available;
+ playing_buffer.frames_played += frames_available;
+
+ // If that's all the frames in the current buffer, add its samples and mark it as
+ // consumed
+ if (playing_buffer.frames_played >= playing_buffer.frames) {
+ playing_buffer.consumed = true;
+ }
+ }
+
+ std::memcpy(&last_frame[0], &input_buffer[(frames_written - 1) * frame_size], frame_size_bytes);
+
+ if (queued_buffers <= max_queue_size) {
+ Unstall();
+ }
+}
+
+void SinkStream::ProcessAudioOutAndRender(std::span<s16> output_buffer, std::size_t num_frames) {
+ const std::size_t num_channels = GetDeviceChannels();
+ const std::size_t frame_size = num_channels;
+ const std::size_t frame_size_bytes = frame_size * sizeof(s16);
+ size_t frames_written{0};
+
+ // If we're paused or going to shut down, we don't want to consume buffers as coretiming is
+ // paused and we'll desync, so just play silence.
+ if (system.IsPaused() || system.IsShuttingDown()) {
+ constexpr std::array<s16, 6> silence{};
+ for (size_t i = frames_written; i < num_frames; i++) {
+ std::memcpy(&output_buffer[i * frame_size], &silence[0], frame_size_bytes);
+ }
+ return;
+ }
+
+ // Due to many frames being queued up with nvdec (5 frames or so?), a lot of buffers also get
+ // queued up (30+) but not all at once, which causes constant stalling here, so just let the
+ // video play out without attempting to stall.
+ // Can hopefully remove this later with a more complete NVDEC implementation.
+ const auto nvdec_active{system.AudioCore().IsNVDECActive()};
+ if (!nvdec_active && queued_buffers > max_queue_size) {
+ Stall();
+ }
+
+ while (frames_written < num_frames) {
+ // If the playing buffer has been consumed or has no frames, we need a new one
+ if (playing_buffer.consumed || playing_buffer.frames == 0) {
+ if (!queue.try_dequeue(playing_buffer)) {
+ // If no buffer was available we've underrun, fill the remaining buffer with
+ // the last written frame and continue.
+ for (size_t i = frames_written; i < num_frames; i++) {
+ std::memcpy(&output_buffer[i * frame_size], &last_frame[0], frame_size_bytes);
+ }
+ frames_written = num_frames;
+ continue;
+ }
+ // Successfully dequeued a new buffer.
+ queued_buffers--;
+ }
+
+ // Get the minimum frames available between the currently playing buffer, and the
+ // amount we have left to fill
+ size_t frames_available{std::min(playing_buffer.frames - playing_buffer.frames_played,
+ num_frames - frames_written)};
+
+ samples_buffer.Pop(&output_buffer[frames_written * frame_size],
+ frames_available * frame_size);
+
+ frames_written += frames_available;
+ playing_buffer.frames_played += frames_available;
+
+ // If that's all the frames in the current buffer, add its samples and mark it as
+ // consumed
+ if (playing_buffer.frames_played >= playing_buffer.frames) {
+ playing_buffer.consumed = true;
+ }
+ }
+
+ std::memcpy(&last_frame[0], &output_buffer[(frames_written - 1) * frame_size],
+ frame_size_bytes);
+
+ if (stalled && queued_buffers <= max_queue_size) {
+ Unstall();
+ }
+}
+
+void SinkStream::Stall() {
+ if (stalled) {
+ return;
+ }
+ stalled = true;
+ system.StallProcesses();
+}
+
+void SinkStream::Unstall() {
+ if (!stalled) {
+ return;
+ }
+ system.UnstallProcesses();
+ stalled = false;
+}
+
+} // namespace AudioCore::Sink
diff --git a/src/audio_core/sink/sink_stream.h b/src/audio_core/sink/sink_stream.h
index 17ed6593f..38a4b2f51 100644
--- a/src/audio_core/sink/sink_stream.h
+++ b/src/audio_core/sink/sink_stream.h
@@ -3,12 +3,20 @@
#pragma once
+#include <array>
#include <atomic>
#include <memory>
+#include <span>
#include <vector>
#include "audio_core/common/common.h"
#include "common/common_types.h"
+#include "common/reader_writer_queue.h"
+#include "common/ring_buffer.h"
+
+namespace Core {
+class System;
+} // namespace Core
namespace AudioCore::Sink {
@@ -34,20 +42,24 @@ struct SinkBuffer {
* You should regularly call IsBufferConsumed with the unique SinkBuffer tag to check if the buffer
* has been consumed.
*
- * Since these are a FIFO queue, always check IsBufferConsumed in the same order you appended the
- * buffers, skipping a buffer will result in all following buffers to never release.
+ * Since these are a FIFO queue, IsBufferConsumed must be checked in the same order buffers were
+ * appended, skipping a buffer will result in the queue getting stuck, and all following buffers to
+ * never release.
*
* If the buffers appear to be stuck, you can stop and re-open an IAudioIn/IAudioOut service (this
* is what games do), or call ClearQueue to flush all of the buffers without a full restart.
*/
class SinkStream {
public:
- virtual ~SinkStream() = default;
+ explicit SinkStream(Core::System& system_, StreamType type_) : system{system_}, type{type_} {}
+ virtual ~SinkStream() {
+ Unstall();
+ }
/**
* Finalize the sink stream.
*/
- virtual void Finalize() = 0;
+ virtual void Finalize() {}
/**
* Start the sink stream.
@@ -55,48 +67,19 @@ public:
* @param resume - Set to true if this is resuming the stream a previously-active stream.
* Default false.
*/
- virtual void Start(bool resume = false) = 0;
+ virtual void Start(bool resume = false) {}
/**
* Stop the sink stream.
*/
- virtual void Stop() = 0;
-
- /**
- * Append a new buffer and its samples to a waiting queue to play.
- *
- * @param buffer - Audio buffer information to be queued.
- * @param samples - The s16 samples to be queue for playback.
- */
- virtual void AppendBuffer(SinkBuffer& buffer, std::vector<s16>& samples) = 0;
-
- /**
- * Release a buffer. Audio In only, will fill a buffer with recorded samples.
- *
- * @param num_samples - Maximum number of samples to receive.
- * @return Vector of recorded samples. May have fewer than num_samples.
- */
- virtual std::vector<s16> ReleaseBuffer(u64 num_samples) = 0;
-
- /**
- * Check if a certain buffer has been consumed (fully played).
- *
- * @param tag - Unique tag of a buffer to check for.
- * @return True if the buffer has been played, otherwise false.
- */
- virtual bool IsBufferConsumed(u64 tag) = 0;
-
- /**
- * Empty out the buffer queue.
- */
- virtual void ClearQueue() = 0;
+ virtual void Stop() {}
/**
* Check if the stream is paused.
*
* @return True if paused, otherwise false.
*/
- bool IsPaused() {
+ bool IsPaused() const {
return paused;
}
@@ -128,34 +111,6 @@ public:
}
/**
- * Get the total number of samples played by this stream.
- *
- * @return Number of samples played.
- */
- u64 GetPlayedSampleCount() const {
- return played_sample_count;
- }
-
- /**
- * Set the number of samples played.
- * This is started and stopped on system start/stop.
- *
- * @param played_sample_count_ - Number of samples to set.
- */
- void SetPlayedSampleCount(u64 played_sample_count_) {
- played_sample_count = played_sample_count_;
- }
-
- /**
- * Add to the played sample count.
- *
- * @param num_samples - Number of samples to add.
- */
- void AddPlayedSampleCount(u64 num_samples) {
- played_sample_count += num_samples;
- }
-
- /**
* Get the system volume.
*
* @return The current system volume.
@@ -196,27 +151,97 @@ public:
*
* @return The number of queued buffers.
*/
- u32 GetQueueSize() {
+ u32 GetQueueSize() const {
return queued_buffers.load();
}
+ /**
+ * Set the maximum buffer queue size.
+ */
+ void SetRingSize(u32 ring_size) {
+ max_queue_size = ring_size;
+ }
+
+ /**
+ * Append a new buffer and its samples to a waiting queue to play.
+ *
+ * @param buffer - Audio buffer information to be queued.
+ * @param samples - The s16 samples to be queue for playback.
+ */
+ virtual void AppendBuffer(SinkBuffer& buffer, std::vector<s16>& samples);
+
+ /**
+ * Release a buffer. Audio In only, will fill a buffer with recorded samples.
+ *
+ * @param num_samples - Maximum number of samples to receive.
+ * @return Vector of recorded samples. May have fewer than num_samples.
+ */
+ virtual std::vector<s16> ReleaseBuffer(u64 num_samples);
+
+ /**
+ * Empty out the buffer queue.
+ */
+ void ClearQueue();
+
+ /**
+ * Callback for AudioIn.
+ *
+ * @param input_buffer - Input buffer to be filled with samples.
+ * @param num_frames - Number of frames to be filled.
+ */
+ void ProcessAudioIn(std::span<const s16> input_buffer, std::size_t num_frames);
+
+ /**
+ * Callback for AudioOut and AudioRenderer.
+ *
+ * @param output_buffer - Output buffer to be filled with samples.
+ * @param num_frames - Number of frames to be filled.
+ */
+ void ProcessAudioOutAndRender(std::span<s16> output_buffer, std::size_t num_frames);
+
+ /**
+ * Stall core processes if the audio thread falls too far behind.
+ */
+ void Stall();
+
+ /**
+ * Unstall core processes.
+ */
+ void Unstall();
+
protected:
- /// Number of buffers waiting to be played
- std::atomic<u32> queued_buffers{};
- /// Total samples played by this stream
- std::atomic<u64> played_sample_count{};
+ /// Core system
+ Core::System& system;
+ /// Type of this stream
+ StreamType type;
/// Set by the audio render/in/out system which uses this stream
- f32 system_volume{1.0f};
- /// Set via IAudioDevice service calls
- f32 device_volume{1.0f};
- /// Set by the audio render/in/out systen which uses this stream
u32 system_channels{2};
/// Channels supported by hardware
u32 device_channels{2};
/// Is this stream currently paused?
std::atomic<bool> paused{true};
- /// Was this stream previously playing?
- std::atomic<bool> was_playing{false};
+ /// Name of this stream
+ std::string name{};
+
+private:
+ /// Ring buffer of the samples waiting to be played or consumed
+ Common::RingBuffer<s16, 0x10000> samples_buffer;
+ /// Audio buffers queued and waiting to play
+ Common::ReaderWriterQueue<SinkBuffer> queue;
+ /// The currently-playing audio buffer
+ SinkBuffer playing_buffer{};
+ /// The last played (or received) frame of audio, used when the callback underruns
+ std::array<s16, MaxChannels> last_frame{};
+ /// Number of buffers waiting to be played
+ std::atomic<u32> queued_buffers{};
+ /// The ring size for audio out buffers (usually 4, rarely 2 or 8)
+ u32 max_queue_size{};
+ /// Set by the audio render/in/out system which uses this stream
+ f32 system_volume{1.0f};
+ /// Set via IAudioDevice service calls
+ f32 device_volume{1.0f};
+ /// True if coretiming has been stalled
+ bool stalled{false};
};
using SinkStreamPtr = std::unique_ptr<SinkStream>;