mirror of
https://git.suyu.dev/suyu/suyu
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9a4beac95a
Preliminary work for upmixing & general cleanup. Fixes basic issues in games such as Shovel Knight and slightly improves the LEGO games. Upmixing stitll needs to be implemented. Audio levels in a few games will be fixed as we now use the downmix coefficients when possible instead of supplying our own
102 lines
4.8 KiB
C++
102 lines
4.8 KiB
C++
// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include "audio_core/common.h"
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#include "audio_core/voice_context.h"
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#include "common/common_types.h"
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namespace Core::Memory {
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class Memory;
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}
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namespace AudioCore {
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class MixContext;
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class SplitterContext;
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class ServerSplitterDestinationData;
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class ServerMixInfo;
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class EffectContext;
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class EffectBase;
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struct AuxInfoDSP;
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using MixVolumeBuffer = std::array<float, AudioCommon::MAX_MIX_BUFFERS>;
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class CommandGenerator {
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public:
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explicit CommandGenerator(AudioCommon::AudioRendererParameter& worker_params,
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VoiceContext& voice_context, MixContext& mix_context,
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SplitterContext& splitter_context, EffectContext& effect_context,
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Core::Memory::Memory& memory);
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~CommandGenerator();
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void ClearMixBuffers();
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void GenerateVoiceCommands();
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void GenerateVoiceCommand(ServerVoiceInfo& voice_info);
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void GenerateSubMixCommands();
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void GenerateFinalMixCommands();
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void PreCommand();
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void PostCommand();
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[[nodiscard]] s32* GetChannelMixBuffer(s32 channel);
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[[nodiscard]] const s32* GetChannelMixBuffer(s32 channel) const;
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[[nodiscard]] s32* GetMixBuffer(std::size_t index);
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[[nodiscard]] const s32* GetMixBuffer(std::size_t index) const;
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[[nodiscard]] std::size_t GetMixChannelBufferOffset(s32 channel) const;
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[[nodiscard]] std::size_t GetTotalMixBufferCount() const;
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private:
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void GenerateDataSourceCommand(ServerVoiceInfo& voice_info, VoiceState& dsp_state, s32 channel);
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void GenerateBiquadFilterCommandForVoice(ServerVoiceInfo& voice_info, VoiceState& dsp_state,
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s32 mix_buffer_count, s32 channel);
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void GenerateVolumeRampCommand(float last_volume, float current_volume, s32 channel,
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s32 node_id);
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void GenerateVoiceMixCommand(const MixVolumeBuffer& mix_volumes,
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const MixVolumeBuffer& last_mix_volumes, VoiceState& dsp_state,
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s32 mix_buffer_offset, s32 mix_buffer_count, s32 voice_index,
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s32 node_id);
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void GenerateSubMixCommand(ServerMixInfo& mix_info);
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void GenerateMixCommands(ServerMixInfo& mix_info);
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void GenerateMixCommand(std::size_t output_offset, std::size_t input_offset, float volume,
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s32 node_id);
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void GenerateFinalMixCommand();
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void GenerateBiquadFilterCommand(s32 mix_buffer, const BiquadFilterParameter& params,
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std::array<s64, 2>& state, std::size_t input_offset,
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std::size_t output_offset, s32 sample_count, s32 node_id);
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void GenerateDepopPrepareCommand(VoiceState& dsp_state, std::size_t mix_buffer_count,
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std::size_t mix_buffer_offset);
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void GenerateDepopForMixBuffersCommand(std::size_t mix_buffer_count,
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std::size_t mix_buffer_offset, s32 sample_rate);
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void GenerateEffectCommand(ServerMixInfo& mix_info);
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void GenerateI3dl2ReverbEffectCommand(s32 mix_buffer_offset, EffectBase* info, bool enabled);
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void GenerateBiquadFilterEffectCommand(s32 mix_buffer_offset, EffectBase* info, bool enabled);
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void GenerateAuxCommand(s32 mix_buffer_offset, EffectBase* info, bool enabled);
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[[nodiscard]] ServerSplitterDestinationData* GetDestinationData(s32 splitter_id, s32 index);
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s32 WriteAuxBuffer(AuxInfoDSP& dsp_info, VAddr send_buffer, u32 max_samples, const s32* data,
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u32 sample_count, u32 write_offset, u32 write_count);
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s32 ReadAuxBuffer(AuxInfoDSP& recv_info, VAddr recv_buffer, u32 max_samples, s32* out_data,
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u32 sample_count, u32 read_offset, u32 read_count);
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// DSP Code
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s32 DecodePcm16(ServerVoiceInfo& voice_info, VoiceState& dsp_state, s32 sample_count,
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s32 channel, std::size_t mix_offset);
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s32 DecodeAdpcm(ServerVoiceInfo& voice_info, VoiceState& dsp_state, s32 sample_count,
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s32 channel, std::size_t mix_offset);
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void DecodeFromWaveBuffers(ServerVoiceInfo& voice_info, s32* output, VoiceState& dsp_state,
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s32 channel, s32 target_sample_rate, s32 sample_count, s32 node_id);
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AudioCommon::AudioRendererParameter& worker_params;
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VoiceContext& voice_context;
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MixContext& mix_context;
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SplitterContext& splitter_context;
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EffectContext& effect_context;
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Core::Memory::Memory& memory;
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std::vector<s32> mix_buffer{};
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std::vector<s32> sample_buffer{};
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std::vector<s32> depop_buffer{};
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bool dumping_frame{false};
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};
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} // namespace AudioCore
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