// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include #include #include #include #include "audio_core/audio_core.h" #include "audio_core/common/common.h" #include "audio_core/sink/sink_stream.h" #include "common/common_types.h" #include "common/fixed_point.h" #include "common/settings.h" #include "core/core.h" #include "core/core_timing.h" #include "core/core_timing_util.h" namespace AudioCore::Sink { void SinkStream::AppendBuffer(SinkBuffer& buffer, std::vector& samples) { if (type == StreamType::In) { queue.enqueue(buffer); queued_buffers++; return; } constexpr s32 min{std::numeric_limits::min()}; constexpr s32 max{std::numeric_limits::max()}; auto yuzu_volume{Settings::Volume()}; if (yuzu_volume > 1.0f) { yuzu_volume = 0.6f + 20 * std::log10(yuzu_volume); } auto volume{system_volume * device_volume * yuzu_volume}; if (system_channels == 6 && device_channels == 2) { // We're given 6 channels, but our device only outputs 2, so downmix. static constexpr std::array down_mix_coeff{1.0f, 0.707f, 0.251f, 0.707f}; for (u32 read_index = 0, write_index = 0; read_index < samples.size(); read_index += system_channels, write_index += device_channels) { const auto left_sample{ ((Common::FixedPoint<49, 15>( samples[read_index + static_cast(Channels::FrontLeft)]) * down_mix_coeff[0] + samples[read_index + static_cast(Channels::Center)] * down_mix_coeff[1] + samples[read_index + static_cast(Channels::LFE)] * down_mix_coeff[2] + samples[read_index + static_cast(Channels::BackLeft)] * down_mix_coeff[3]) * volume) .to_int()}; const auto right_sample{ ((Common::FixedPoint<49, 15>( samples[read_index + static_cast(Channels::FrontRight)]) * down_mix_coeff[0] + samples[read_index + static_cast(Channels::Center)] * down_mix_coeff[1] + samples[read_index + static_cast(Channels::LFE)] * down_mix_coeff[2] + samples[read_index + static_cast(Channels::BackRight)] * down_mix_coeff[3]) * volume) .to_int()}; samples[write_index + static_cast(Channels::FrontLeft)] = static_cast(std::clamp(left_sample, min, max)); samples[write_index + static_cast(Channels::FrontRight)] = static_cast(std::clamp(right_sample, min, max)); } samples.resize(samples.size() / system_channels * device_channels); } else if (system_channels == 2 && device_channels == 6) { // We need moar samples! Not all games will provide 6 channel audio. // TODO: Implement some upmixing here. Currently just passthrough, with other // channels left as silence. std::vector new_samples(samples.size() / system_channels * device_channels, 0); for (u32 read_index = 0, write_index = 0; read_index < samples.size(); read_index += system_channels, write_index += device_channels) { const auto left_sample{static_cast(std::clamp( static_cast( static_cast(samples[read_index + static_cast(Channels::FrontLeft)]) * volume), min, max))}; new_samples[write_index + static_cast(Channels::FrontLeft)] = left_sample; const auto right_sample{static_cast(std::clamp( static_cast( static_cast(samples[read_index + static_cast(Channels::FrontRight)]) * volume), min, max))}; new_samples[write_index + static_cast(Channels::FrontRight)] = right_sample; } samples = std::move(new_samples); } else if (volume != 1.0f) { for (u32 i = 0; i < samples.size(); i++) { samples[i] = static_cast( std::clamp(static_cast(static_cast(samples[i]) * volume), min, max)); } } samples_buffer.Push(samples); queue.enqueue(buffer); queued_buffers++; } std::vector SinkStream::ReleaseBuffer(u64 num_samples) { constexpr s32 min = std::numeric_limits::min(); constexpr s32 max = std::numeric_limits::max(); auto samples{samples_buffer.Pop(num_samples)}; // TODO: Up-mix to 6 channels if the game expects it. // For audio input this is unlikely to ever be the case though. // Incoming mic volume seems to always be very quiet, so multiply by an additional 8 here. // TODO: Play with this and find something that works better. auto volume{system_volume * device_volume * 8}; for (u32 i = 0; i < samples.size(); i++) { samples[i] = static_cast( std::clamp(static_cast(static_cast(samples[i]) * volume), min, max)); } if (samples.size() < num_samples) { samples.resize(num_samples, 0); } return samples; } void SinkStream::ClearQueue() { samples_buffer.Pop(); while (queue.pop()) { } queued_buffers = 0; playing_buffer = {}; playing_buffer.consumed = true; } void SinkStream::ProcessAudioIn(std::span input_buffer, std::size_t num_frames) { const std::size_t num_channels = GetDeviceChannels(); const std::size_t frame_size = num_channels; const std::size_t frame_size_bytes = frame_size * sizeof(s16); size_t frames_written{0}; // If we're paused or going to shut down, we don't want to consume buffers as coretiming is // paused and we'll desync, so just return. if (system.IsPaused() || system.IsShuttingDown()) { return; } while (frames_written < num_frames) { // If the playing buffer has been consumed or has no frames, we need a new one if (playing_buffer.consumed || playing_buffer.frames == 0) { if (!queue.try_dequeue(playing_buffer)) { // If no buffer was available we've underrun, just push the samples and // continue. samples_buffer.Push(&input_buffer[frames_written * frame_size], (num_frames - frames_written) * frame_size); frames_written = num_frames; continue; } // Successfully dequeued a new buffer. queued_buffers--; } // Get the minimum frames available between the currently playing buffer, and the // amount we have left to fill size_t frames_available{std::min(playing_buffer.frames - playing_buffer.frames_played, num_frames - frames_written)}; samples_buffer.Push(&input_buffer[frames_written * frame_size], frames_available * frame_size); frames_written += frames_available; playing_buffer.frames_played += frames_available; // If that's all the frames in the current buffer, add its samples and mark it as // consumed if (playing_buffer.frames_played >= playing_buffer.frames) { playing_buffer.consumed = true; } } std::memcpy(&last_frame[0], &input_buffer[(frames_written - 1) * frame_size], frame_size_bytes); } void SinkStream::ProcessAudioOutAndRender(std::span output_buffer, std::size_t num_frames) { const std::size_t num_channels = GetDeviceChannels(); const std::size_t frame_size = num_channels; const std::size_t frame_size_bytes = frame_size * sizeof(s16); size_t frames_written{0}; size_t actual_frames_written{0}; // If we're paused or going to shut down, we don't want to consume buffers as coretiming is // paused and we'll desync, so just play silence. if (system.IsPaused() || system.IsShuttingDown()) { if (system.IsShuttingDown()) { release_cv.notify_one(); } static constexpr std::array silence{}; for (size_t i = frames_written; i < num_frames; i++) { std::memcpy(&output_buffer[i * frame_size], &silence[0], frame_size_bytes); } return; } while (frames_written < num_frames) { // If the playing buffer has been consumed or has no frames, we need a new one if (playing_buffer.consumed || playing_buffer.frames == 0) { if (!queue.try_dequeue(playing_buffer)) { // If no buffer was available we've underrun, fill the remaining buffer with // the last written frame and continue. for (size_t i = frames_written; i < num_frames; i++) { std::memcpy(&output_buffer[i * frame_size], &last_frame[0], frame_size_bytes); } frames_written = num_frames; continue; } // Successfully dequeued a new buffer. queued_buffers--; { std::unique_lock lk{release_mutex}; } release_cv.notify_one(); } // Get the minimum frames available between the currently playing buffer, and the // amount we have left to fill size_t frames_available{std::min(playing_buffer.frames - playing_buffer.frames_played, num_frames - frames_written)}; samples_buffer.Pop(&output_buffer[frames_written * frame_size], frames_available * frame_size); frames_written += frames_available; actual_frames_written += frames_available; playing_buffer.frames_played += frames_available; // If that's all the frames in the current buffer, add its samples and mark it as // consumed if (playing_buffer.frames_played >= playing_buffer.frames) { playing_buffer.consumed = true; } } std::memcpy(&last_frame[0], &output_buffer[(frames_written - 1) * frame_size], frame_size_bytes); { std::scoped_lock lk{sample_count_lock}; last_sample_count_update_time = Core::Timing::CyclesToUs(system.CoreTiming().GetClockTicks()); min_played_sample_count = max_played_sample_count; max_played_sample_count += actual_frames_written; } } u64 SinkStream::GetExpectedPlayedSampleCount() { std::scoped_lock lk{sample_count_lock}; auto cur_time{Core::Timing::CyclesToUs(system.CoreTiming().GetClockTicks())}; auto time_delta{cur_time - last_sample_count_update_time}; auto exp_played_sample_count{min_played_sample_count + (TargetSampleRate * time_delta) / std::chrono::seconds{1}}; // Add 15ms of latency in sample reporting to allow for some leeway in scheduler timings return std::min(exp_played_sample_count, max_played_sample_count) + TargetSampleCount * 3; } void SinkStream::WaitFreeSpace() { std::unique_lock lk{release_mutex}; release_cv.wait( lk, [this]() { return queued_buffers < max_queue_size || system.IsShuttingDown(); }); } } // namespace AudioCore::Sink