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+// 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