Implement audout GetAudioOutPlayedSampleCount
Used in Ninja Gaiden games.
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83ac715e76
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@ -107,9 +107,12 @@ void Stream::PlayNextBuffer(std::chrono::nanoseconds ns_late) {
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active_buffer = queued_buffers.front();
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active_buffer = queued_buffers.front();
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queued_buffers.pop();
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queued_buffers.pop();
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VolumeAdjustSamples(active_buffer->GetSamples(), game_volume);
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auto& samples = active_buffer->GetSamples();
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sink_stream.EnqueueSamples(GetNumChannels(), active_buffer->GetSamples());
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VolumeAdjustSamples(samples, game_volume);
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sink_stream.EnqueueSamples(GetNumChannels(), samples);
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played_samples += samples.size();
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const auto buffer_release_ns = GetBufferReleaseNS(*active_buffer);
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const auto buffer_release_ns = GetBufferReleaseNS(*active_buffer);
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@ -89,6 +89,11 @@ public:
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return sample_rate;
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return sample_rate;
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}
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}
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/// Gets the number of samples played so far
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[[nodiscard]] u64 GetPlayedSampleCount() const {
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return played_samples;
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}
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/// Gets the number of channels
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/// Gets the number of channels
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[[nodiscard]] u32 GetNumChannels() const;
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[[nodiscard]] u32 GetNumChannels() const;
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@ -106,6 +111,7 @@ private:
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[[nodiscard]] std::chrono::nanoseconds GetBufferReleaseNS(const Buffer& buffer) const;
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[[nodiscard]] std::chrono::nanoseconds GetBufferReleaseNS(const Buffer& buffer) const;
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u32 sample_rate; ///< Sample rate of the stream
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u32 sample_rate; ///< Sample rate of the stream
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u64 played_samples{}; ///< The current played sample count
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Format format; ///< Format of the stream
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Format format; ///< Format of the stream
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float game_volume = 1.0f; ///< The volume the game currently has set
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float game_volume = 1.0f; ///< The volume the game currently has set
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ReleaseCallback release_callback; ///< Buffer release callback for the stream
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ReleaseCallback release_callback; ///< Buffer release callback for the stream
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@ -58,7 +58,7 @@ public:
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{7, &IAudioOut::AppendAudioOutBufferImpl, "AppendAudioOutBufferAuto"},
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{7, &IAudioOut::AppendAudioOutBufferImpl, "AppendAudioOutBufferAuto"},
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{8, &IAudioOut::GetReleasedAudioOutBufferImpl, "GetReleasedAudioOutBufferAuto"},
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{8, &IAudioOut::GetReleasedAudioOutBufferImpl, "GetReleasedAudioOutBufferAuto"},
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{9, &IAudioOut::GetAudioOutBufferCount, "GetAudioOutBufferCount"},
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{9, &IAudioOut::GetAudioOutBufferCount, "GetAudioOutBufferCount"},
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{10, nullptr, "GetAudioOutPlayedSampleCount"},
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{10, &IAudioOut::GetAudioOutPlayedSampleCount, "GetAudioOutPlayedSampleCount"},
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{11, &IAudioOut::FlushAudioOutBuffers, "FlushAudioOutBuffers"},
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{11, &IAudioOut::FlushAudioOutBuffers, "FlushAudioOutBuffers"},
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{12, &IAudioOut::SetAudioOutVolume, "SetAudioOutVolume"},
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{12, &IAudioOut::SetAudioOutVolume, "SetAudioOutVolume"},
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{13, &IAudioOut::GetAudioOutVolume, "GetAudioOutVolume"},
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{13, &IAudioOut::GetAudioOutVolume, "GetAudioOutVolume"},
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@ -186,6 +186,14 @@ private:
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rb.Push(static_cast<u32>(stream->GetQueueSize()));
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rb.Push(static_cast<u32>(stream->GetQueueSize()));
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}
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}
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void GetAudioOutPlayedSampleCount(Kernel::HLERequestContext& ctx) {
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LOG_DEBUG(Service_Audio, "called");
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IPC::ResponseBuilder rb{ctx, 4};
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rb.Push(ResultSuccess);
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rb.Push(stream->GetPlayedSampleCount());
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}
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void FlushAudioOutBuffers(Kernel::HLERequestContext& ctx) {
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void FlushAudioOutBuffers(Kernel::HLERequestContext& ctx) {
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LOG_DEBUG(Service_Audio, "called");
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LOG_DEBUG(Service_Audio, "called");
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