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-rw-r--r--src/audio_core/sink/sink_stream.h175
1 files changed, 100 insertions, 75 deletions
diff --git a/src/audio_core/sink/sink_stream.h b/src/audio_core/sink/sink_stream.h
index 17ed6593f..38a4b2f51 100644
--- a/src/audio_core/sink/sink_stream.h
+++ b/src/audio_core/sink/sink_stream.h
@@ -3,12 +3,20 @@
#pragma once
+#include <array>
#include <atomic>
#include <memory>
+#include <span>
#include <vector>
#include "audio_core/common/common.h"
#include "common/common_types.h"
+#include "common/reader_writer_queue.h"
+#include "common/ring_buffer.h"
+
+namespace Core {
+class System;
+} // namespace Core
namespace AudioCore::Sink {
@@ -34,20 +42,24 @@ struct SinkBuffer {
* 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.
+ * Since these are a FIFO queue, IsBufferConsumed must be checked in the same order buffers were
+ * appended, skipping a buffer will result in the queue getting stuck, and 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;
+ explicit SinkStream(Core::System& system_, StreamType type_) : system{system_}, type{type_} {}
+ virtual ~SinkStream() {
+ Unstall();
+ }
/**
* Finalize the sink stream.
*/
- virtual void Finalize() = 0;
+ virtual void Finalize() {}
/**
* Start the sink stream.
@@ -55,48 +67,19 @@ public:
* @param resume - Set to true if this is resuming the stream a previously-active stream.
* Default false.
*/
- virtual void Start(bool resume = false) = 0;
+ virtual void Start(bool resume = false) {}
/**
* 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;
+ virtual void Stop() {}
/**
* Check if the stream is paused.
*
* @return True if paused, otherwise false.
*/
- bool IsPaused() {
+ bool IsPaused() const {
return paused;
}
@@ -128,34 +111,6 @@ public:
}
/**
- * 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.
@@ -196,27 +151,97 @@ public:
*
* @return The number of queued buffers.
*/
- u32 GetQueueSize() {
+ u32 GetQueueSize() const {
return queued_buffers.load();
}
+ /**
+ * Set the maximum buffer queue size.
+ */
+ void SetRingSize(u32 ring_size) {
+ max_queue_size = ring_size;
+ }
+
+ /**
+ * 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);
+
+ /**
+ * 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);
+
+ /**
+ * Empty out the buffer queue.
+ */
+ void ClearQueue();
+
+ /**
+ * Callback for AudioIn.
+ *
+ * @param input_buffer - Input buffer to be filled with samples.
+ * @param num_frames - Number of frames to be filled.
+ */
+ void ProcessAudioIn(std::span<const s16> input_buffer, std::size_t num_frames);
+
+ /**
+ * Callback for AudioOut and AudioRenderer.
+ *
+ * @param output_buffer - Output buffer to be filled with samples.
+ * @param num_frames - Number of frames to be filled.
+ */
+ void ProcessAudioOutAndRender(std::span<s16> output_buffer, std::size_t num_frames);
+
+ /**
+ * Stall core processes if the audio thread falls too far behind.
+ */
+ void Stall();
+
+ /**
+ * Unstall core processes.
+ */
+ void Unstall();
+
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{};
+ /// Core system
+ Core::System& system;
+ /// Type of this stream
+ StreamType type;
/// 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};
+ /// Name of this stream
+ std::string name{};
+
+private:
+ /// Ring buffer of the samples waiting to be played or consumed
+ Common::RingBuffer<s16, 0x10000> samples_buffer;
+ /// Audio buffers queued and waiting to play
+ Common::ReaderWriterQueue<SinkBuffer> queue;
+ /// The currently-playing audio buffer
+ SinkBuffer playing_buffer{};
+ /// The last played (or received) frame of audio, used when the callback underruns
+ std::array<s16, MaxChannels> last_frame{};
+ /// Number of buffers waiting to be played
+ std::atomic<u32> queued_buffers{};
+ /// The ring size for audio out buffers (usually 4, rarely 2 or 8)
+ u32 max_queue_size{};
+ /// 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};
+ /// True if coretiming has been stalled
+ bool stalled{false};
};
using SinkStreamPtr = std::unique_ptr<SinkStream>;