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// Copyright 2018 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <chrono>
#include <functional>
#include <memory>
#include <string>
#include <vector>
#include <queue>
#include "audio_core/buffer.h"
#include "common/common_types.h"
namespace Core::Timing {
class CoreTiming;
struct EventType;
} // namespace Core::Timing
namespace AudioCore {
class SinkStream;
/**
* Represents an audio stream, which is a sequence of queued buffers, to be outputed by AudioOut
*/
class Stream {
public:
/// Audio format of the stream
enum class Format {
Mono16,
Stereo16,
Multi51Channel16,
};
/// Current state of the stream
enum class State {
Stopped,
Playing,
};
/// Callback function type, used to change guest state on a buffer being released
using ReleaseCallback = std::function<void()>;
Stream(Core::Timing::CoreTiming& core_timing_, u32 sample_rate_, Format format_,
ReleaseCallback&& release_callback_, SinkStream& sink_stream_, std::string&& name_);
/// Plays the audio stream
void Play();
/// Stops the audio stream
void Stop();
/// Queues a buffer into the audio stream, returns true on success
bool QueueBuffer(BufferPtr&& buffer);
/// Flush audio buffers
bool Flush();
/// Returns true if the audio stream contains a buffer with the specified tag
[[nodiscard]] bool ContainsBuffer(Buffer::Tag tag) const;
/// Returns a vector of recently released buffers specified by tag
[[nodiscard]] std::vector<Buffer::Tag> GetTagsAndReleaseBuffers(std::size_t max_count);
/// Returns a vector of all recently released buffers specified by tag
[[nodiscard]] std::vector<Buffer::Tag> GetTagsAndReleaseBuffers();
void SetVolume(float volume);
[[nodiscard]] float GetVolume() const {
return game_volume;
}
/// Returns true if the stream is currently playing
[[nodiscard]] bool IsPlaying() const {
return state == State::Playing;
}
/// Returns the number of queued buffers
[[nodiscard]] std::size_t GetQueueSize() const {
return queued_buffers.size();
}
/// Gets the sample rate
[[nodiscard]] u32 GetSampleRate() const {
return sample_rate;
}
/// Gets the number of samples played so far
[[nodiscard]] u64 GetPlayedSampleCount() const {
return played_samples;
}
/// Gets the number of channels
[[nodiscard]] u32 GetNumChannels() const;
/// Get the state
[[nodiscard]] State GetState() const;
private:
/// Plays the next queued buffer in the audio stream, starting playback if necessary
void PlayNextBuffer(std::chrono::nanoseconds ns_late = {});
/// Releases the actively playing buffer, signalling that it has been completed
void ReleaseActiveBuffer(std::chrono::nanoseconds ns_late = {});
/// Gets the number of core cycles when the specified buffer will be released
[[nodiscard]] std::chrono::nanoseconds GetBufferReleaseNS(const Buffer& buffer) const;
u32 sample_rate; ///< Sample rate of the stream
u64 played_samples{}; ///< The current played sample count
Format format; ///< Format of the stream
float game_volume = 1.0f; ///< The volume the game currently has set
ReleaseCallback release_callback; ///< Buffer release callback for the stream
State state{State::Stopped}; ///< Playback state of the stream
std::shared_ptr<Core::Timing::EventType>
release_event; ///< Core timing release event for the stream
BufferPtr active_buffer; ///< Actively playing buffer in the stream
std::queue<BufferPtr> queued_buffers; ///< Buffers queued to be played in the stream
std::queue<BufferPtr> released_buffers; ///< Buffers recently released from the stream
SinkStream& sink_stream; ///< Output sink for the stream
Core::Timing::CoreTiming& core_timing; ///< Core timing instance.
std::string name; ///< Name of the stream, must be unique
};
using StreamPtr = std::shared_ptr<Stream>;
} // namespace AudioCore
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