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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include "audio_core/audio_manager.h"
#include "audio_core/renderer/adsp/adsp.h"
#include "audio_core/sink/sink.h"
namespace Core {
class System;
}
namespace AudioCore {
class AudioManager;
/**
* Main audio class, sotred inside the core, and holding the audio manager, all sinks, and the ADSP.
*/
class AudioCore {
public:
explicit AudioCore(Core::System& system);
~AudioCore();
/**
* Shutdown the audio core.
*/
void Shutdown();
/**
* Get a reference to the audio manager.
*
* @return Ref to the audio manager.
*/
AudioManager& GetAudioManager();
/**
* Get the audio output sink currently in use.
*
* @return Ref to the sink.
*/
Sink::Sink& GetOutputSink();
/**
* Get the audio input sink currently in use.
*
* @return Ref to the sink.
*/
Sink::Sink& GetInputSink();
/**
* Get the ADSP.
*
* @return Ref to the ADSP.
*/
AudioRenderer::ADSP::ADSP& GetADSP();
/**
* Toggle NVDEC state, used to avoid stall in playback.
*
* @param active - Set true if nvdec is active, otherwise false.
*/
void SetNVDECActive(bool active);
/**
* Get NVDEC state.
*/
bool IsNVDECActive() const;
private:
/**
* Create the sinks on startup.
*/
void CreateSinks();
/// Main audio manager for audio in/out
std::unique_ptr<AudioManager> audio_manager;
/// Sink used for audio renderer and audio out
std::unique_ptr<Sink::Sink> output_sink;
/// Sink used for audio input
std::unique_ptr<Sink::Sink> input_sink;
/// The ADSP in the sysmodule
std::unique_ptr<AudioRenderer::ADSP::ADSP> adsp;
/// Is NVDec currently active?
bool nvdec_active{false};
};
} // namespace AudioCore
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