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Diffstat (limited to 'src/audio_core/sink/sink_stream.h')
-rw-r--r-- | src/audio_core/sink/sink_stream.h | 224 |
1 files changed, 224 insertions, 0 deletions
diff --git a/src/audio_core/sink/sink_stream.h b/src/audio_core/sink/sink_stream.h new file mode 100644 index 000000000..17ed6593f --- /dev/null +++ b/src/audio_core/sink/sink_stream.h @@ -0,0 +1,224 @@ +// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +#pragma once + +#include <atomic> +#include <memory> +#include <vector> + +#include "audio_core/common/common.h" +#include "common/common_types.h" + +namespace AudioCore::Sink { + +enum class StreamType { + Render, + Out, + In, +}; + +struct SinkBuffer { + u64 frames; + u64 frames_played; + u64 tag; + bool consumed; +}; + +/** + * Contains a real backend stream for outputting samples to hardware, + * created only via a Sink (See Sink::AcquireSinkStream). + * + * Accepts a SinkBuffer and samples in PCM16 format to be output (see AppendBuffer). + * Appended buffers act as a FIFO queue, and will be held until played. + * 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. + * + * 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; + + /** + * Finalize the sink stream. + */ + virtual void Finalize() = 0; + + /** + * Start the sink stream. + * + * @param resume - Set to true if this is resuming the stream a previously-active stream. + * Default false. + */ + virtual void Start(bool resume = false) = 0; + + /** + * 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; + + /** + * Check if the stream is paused. + * + * @return True if paused, otherwise false. + */ + bool IsPaused() { + return paused; + } + + /** + * Get the number of system channels in this stream. + * + * @return Number of system channels. + */ + u32 GetSystemChannels() const { + return system_channels; + } + + /** + * Set the number of channels the system expects. + * + * @param channels - New number of system channels. + */ + void SetSystemChannels(u32 channels) { + system_channels = channels; + } + + /** + * Get the number of channels the hardware supports. + * + * @return Number of channels supported. + */ + u32 GetDeviceChannels() const { + return device_channels; + } + + /** + * 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. + */ + f32 GetSystemVolume() const { + return system_volume; + } + + /** + * Get the device volume. + * + * @return The current device volume. + */ + f32 GetDeviceVolume() const { + return device_volume; + } + + /** + * Set the system volume. + * + * @param volume_ - The new system volume. + */ + void SetSystemVolume(f32 volume_) { + system_volume = volume_; + } + + /** + * Set the device volume. + * + * @param volume_ - The new device volume. + */ + void SetDeviceVolume(f32 volume_) { + device_volume = volume_; + } + + /** + * Get the number of queued audio buffers. + * + * @return The number of queued buffers. + */ + u32 GetQueueSize() { + return queued_buffers.load(); + } + +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{}; + /// 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}; +}; + +using SinkStreamPtr = std::unique_ptr<SinkStream>; + +} // namespace AudioCore::Sink |