summaryrefslogtreecommitdiffstats
path: root/src/audio_core/audio_manager.h
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--src/audio_core/audio_manager.h101
1 files changed, 101 insertions, 0 deletions
diff --git a/src/audio_core/audio_manager.h b/src/audio_core/audio_manager.h
new file mode 100644
index 000000000..70316e9cb
--- /dev/null
+++ b/src/audio_core/audio_manager.h
@@ -0,0 +1,101 @@
+// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include <array>
+#include <atomic>
+#include <functional>
+#include <mutex>
+#include <thread>
+
+#include "audio_core/audio_event.h"
+#include "core/hle/service/audio/errors.h"
+
+namespace Core {
+class System;
+}
+
+namespace AudioCore {
+
+namespace AudioOut {
+class Manager;
+}
+
+namespace AudioIn {
+class Manager;
+}
+
+/**
+ * The AudioManager's main purpose is to wait for buffer events for the audio in and out managers,
+ * and call an associated callback to release buffers.
+ *
+ * Execution pattern is:
+ * Buffers appended ->
+ * Buffers queued and played by the backend stream ->
+ * When consumed, set the corresponding manager event and signal the audio manager ->
+ * Consumed buffers are released, game is signalled ->
+ * Game appends more buffers.
+ *
+ * This is only used by audio in and audio out.
+ */
+class AudioManager {
+ using BufferEventFunc = std::function<void()>;
+
+public:
+ explicit AudioManager(Core::System& system);
+
+ /**
+ * Shutdown the audio manager.
+ */
+ void Shutdown();
+
+ /**
+ * Register the out manager, keeping a function to be called when the out event is signalled.
+ *
+ * @param buffer_func - Function to be called on signal.
+ * @return Result code.
+ */
+ Result SetOutManager(BufferEventFunc buffer_func);
+
+ /**
+ * Register the in manager, keeping a function to be called when the in event is signalled.
+ *
+ * @param buffer_func - Function to be called on signal.
+ * @return Result code.
+ */
+ Result SetInManager(BufferEventFunc buffer_func);
+
+ /**
+ * Set an event to signalled, and signal the thread.
+ *
+ * @param type - Manager type to set.
+ * @param signalled - Set the event to true or false?
+ */
+ void SetEvent(Event::Type type, bool signalled);
+
+private:
+ /**
+ * Main thread, waiting on a manager signal and calling the registered fucntion.
+ */
+ void ThreadFunc();
+
+ /// Core system
+ Core::System& system;
+ /// Have sessions started palying?
+ bool sessions_started{};
+ /// Is the main thread running?
+ std::atomic<bool> running{};
+ /// Unused
+ bool needs_update{};
+ /// Events to be set and signalled
+ Event events{};
+ /// Callbacks for each manager
+ std::array<BufferEventFunc, 3> buffer_events{};
+ /// General lock
+ std::mutex lock{};
+ /// Main thread for waiting and callbacks
+ std::jthread thread;
+};
+
+} // namespace AudioCore