blob: e22e8c3e56d24e66fab476ef705bd44ec4f88814 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
|
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <string>
#include "audio_core/sink/sink_stream.h"
#include "common/common_types.h"
namespace Common {
class Event;
}
namespace Core {
class System;
}
namespace AudioCore::Sink {
constexpr char auto_device_name[] = "auto";
/**
* This class is an interface for an audio sink, holds multiple output streams and is responsible
* for sinking samples to hardware. Used by Audio Render, Audio In and Audio Out.
*/
class Sink {
public:
virtual ~Sink() = default;
/**
* Close a given stream.
*
* @param stream - The stream to close.
*/
virtual void CloseStream(SinkStream* stream) = 0;
/**
* Close all streams.
*/
virtual void CloseStreams() = 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.
*
* @param system - Core system.
* @param system_channels - Number of channels the audio system expects.
* May differ from the device's channel count.
* @param name - Name of this stream.
* @param type - Type of this stream, render/in/out.
*
* @return A pointer to the created SinkStream
*/
virtual SinkStream* AcquireSinkStream(Core::System& system, u32 system_channels,
const std::string& name, StreamType type) = 0;
/**
* Get the number of channels the hardware device supports.
* Either 2 or 6.
*
* @return Number of device channels.
*/
u32 GetDeviceChannels() const {
return device_channels;
}
/**
* Get the device volume. Set from calls to the IAudioDevice service.
*
* @return Volume of the device.
*/
virtual f32 GetDeviceVolume() const = 0;
/**
* Set the device volume. Set from calls to the IAudioDevice service.
*
* @param volume - New volume of the device.
*/
virtual void SetDeviceVolume(f32 volume) = 0;
/**
* Set the system volume. Comes from the audio system using this stream.
*
* @param volume - New volume of the system.
*/
virtual void SetSystemVolume(f32 volume) = 0;
/**
* Get the number of channels the game has set, can be different to the host hardware's support.
* Either 2 or 6.
*
* @return Number of device channels.
*/
u32 GetSystemChannels() const {
return system_channels;
}
protected:
/// Number of device channels supported by the hardware
u32 device_channels{2};
/// Number of channels the game is sending
u32 system_channels{2};
};
using SinkPtr = std::unique_ptr<Sink>;
} // namespace AudioCore::Sink
|