diff options
Diffstat (limited to 'src/audio_core/sink/sink_stream.h')
-rw-r--r-- | src/audio_core/sink/sink_stream.h | 171 |
1 files changed, 99 insertions, 72 deletions
diff --git a/src/audio_core/sink/sink_stream.h b/src/audio_core/sink/sink_stream.h index 17ed6593f..db7cff45e 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. @@ -200,15 +155,65 @@ public: 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{}; - /// 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}; + /// Core system + Core::System& system; + /// Type of this stream + StreamType type; /// Set by the audio render/in/out systen which uses this stream u32 system_channels{2}; /// Channels supported by hardware @@ -217,6 +222,28 @@ protected: 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>; |