early-access version 3384

This commit is contained in:
pineappleEA
2023-02-11 18:11:06 +01:00
parent 45615dab82
commit 0f6c8ffea1
24 changed files with 144 additions and 215 deletions

View File

@@ -9,7 +9,6 @@
#include "audio_core/sink/sink.h"
#include "audio_core/sink/sink_stream.h"
#include "common/scratch_buffer.h"
namespace Core {
class System;
@@ -21,7 +20,7 @@ public:
explicit NullSinkStreamImpl(Core::System& system_, StreamType type_)
: SinkStream{system_, type_} {}
~NullSinkStreamImpl() override {}
void AppendBuffer(SinkBuffer&, Common::ScratchBuffer<s16>&) override {}
void AppendBuffer(SinkBuffer&, std::vector<s16>&) override {}
std::vector<s16> ReleaseBuffer(u64) override {
return {};
}

View File

@@ -17,7 +17,7 @@
namespace AudioCore::Sink {
void SinkStream::AppendBuffer(SinkBuffer& buffer, Common::ScratchBuffer<s16>& samples) {
void SinkStream::AppendBuffer(SinkBuffer& buffer, std::vector<s16>& samples) {
if (type == StreamType::In) {
queue.enqueue(buffer);
queued_buffers++;
@@ -71,9 +71,7 @@ void SinkStream::AppendBuffer(SinkBuffer& buffer, Common::ScratchBuffer<s16>& sa
// 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.
static Common::ScratchBuffer<s16> new_samples{};
new_samples.resize_destructive(samples.size() / system_channels * device_channels);
std::memset(new_samples.data(), 0, new_samples.size() * sizeof(s16));
std::vector<s16> 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) {
@@ -102,7 +100,7 @@ void SinkStream::AppendBuffer(SinkBuffer& buffer, Common::ScratchBuffer<s16>& sa
}
}
samples_buffer.Push(samples.data(), samples.size());
samples_buffer.Push(samples);
queue.enqueue(buffer);
queued_buffers++;
}

View File

@@ -14,7 +14,6 @@
#include "common/common_types.h"
#include "common/reader_writer_queue.h"
#include "common/ring_buffer.h"
#include "common/scratch_buffer.h"
namespace Core {
class System;
@@ -170,7 +169,7 @@ public:
* @param buffer - Audio buffer information to be queued.
* @param samples - The s16 samples to be queue for playback.
*/
virtual void AppendBuffer(SinkBuffer& buffer, Common::ScratchBuffer<s16>& samples);
virtual void AppendBuffer(SinkBuffer& buffer, std::vector<s16>& samples);
/**
* Release a buffer. Audio In only, will fill a buffer with recorded samples.