mirror of
https://git.suyu.dev/suyu/suyu
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2c91fbf7f1
Resolves a wackload of -Wdocumentation warnings due to mismatching tags and whatnot.
92 lines
2.6 KiB
C++
92 lines
2.6 KiB
C++
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <atomic>
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#include <chrono>
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#include <condition_variable>
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#include <mutex>
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namespace AudioCore {
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/**
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* Responsible for the input/output events, set by the stream backend when buffers are consumed, and
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* waited on by the audio manager. These callbacks signal the game's events to keep the audio buffer
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* recycling going.
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* In a real Switch this is not a separate class, and exists entirely within the audio manager.
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* On the Switch it's implemented more simply through a MultiWaitEventHolder, where it can
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* wait on multiple events at once, and the events are not needed by the backend.
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*/
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class Event {
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public:
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enum class Type {
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AudioInManager,
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AudioOutManager,
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FinalOutputRecorderManager,
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Max,
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};
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/**
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* Convert a manager type to an index.
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*
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* @param type - The manager type to convert
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* @return The index of the type.
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*/
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size_t GetManagerIndex(Type type) const;
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/**
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* Set an audio event to true or false.
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*
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* @param type - The manager type to signal.
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* @param signalled - Its signal state.
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*/
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void SetAudioEvent(Type type, bool signalled);
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/**
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* Check if the given manager type is signalled.
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*
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* @param type - The manager type to check.
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* @return True if the event is signalled, otherwise false.
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*/
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bool CheckAudioEventSet(Type type) const;
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/**
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* Get the lock for audio events.
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*
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* @return Reference to the lock.
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*/
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std::mutex& GetAudioEventLock();
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/**
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* Get the manager event, this signals the audio manager to release buffers and signal the game
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* for more.
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*
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* @return Reference to the condition variable.
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*/
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std::condition_variable_any& GetAudioEvent();
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/**
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* Wait on the manager_event.
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*
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* @param l - Lock held by the wait.
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* @param timeout - Timeout for the wait. This is 2 seconds by default.
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* @return True if the wait timed out, otherwise false if signalled.
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*/
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bool Wait(std::unique_lock<std::mutex>& l, std::chrono::seconds timeout);
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/**
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* Reset all manager events.
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*/
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void ClearEvents();
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private:
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/// Lock, used by the audio manager
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std::mutex event_lock;
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/// Array of events, one per system type (see Type), last event is used to terminate
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std::array<std::atomic<bool>, 4> events_signalled;
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/// Event to signal the audio manager
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std::condition_variable_any manager_event;
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};
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} // namespace AudioCore
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