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101 lines
2.5 KiB
C++
101 lines
2.5 KiB
C++
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <array>
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#include <atomic>
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#include <functional>
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#include <mutex>
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#include <thread>
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#include "audio_core/audio_event.h"
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#include "core/hle/service/audio/errors.h"
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namespace Core {
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class System;
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}
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namespace AudioCore {
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namespace AudioOut {
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class Manager;
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}
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namespace AudioIn {
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class Manager;
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}
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/**
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* The AudioManager's main purpose is to wait for buffer events for the audio in and out managers,
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* and call an associated callback to release buffers.
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*
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* Execution pattern is:
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* Buffers appended ->
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* Buffers queued and played by the backend stream ->
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* When consumed, set the corresponding manager event and signal the audio manager ->
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* Consumed buffers are released, game is signalled ->
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* Game appends more buffers.
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*
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* This is only used by audio in and audio out.
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*/
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class AudioManager {
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using BufferEventFunc = std::function<void()>;
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public:
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explicit AudioManager(Core::System& system);
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/**
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* Shutdown the audio manager.
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*/
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void Shutdown();
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/**
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* Register the out manager, keeping a function to be called when the out event is signalled.
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*
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* @param buffer_func - Function to be called on signal.
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* @return Result code.
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*/
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Result SetOutManager(BufferEventFunc buffer_func);
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/**
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* Register the in manager, keeping a function to be called when the in event is signalled.
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*
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* @param buffer_func - Function to be called on signal.
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* @return Result code.
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*/
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Result SetInManager(BufferEventFunc buffer_func);
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/**
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* Set an event to signalled, and signal the thread.
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*
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* @param type - Manager type to set.
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* @param signalled - Set the event to true or false?
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*/
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void SetEvent(Event::Type type, bool signalled);
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private:
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/**
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* Main thread, waiting on a manager signal and calling the registered fucntion.
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*/
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void ThreadFunc();
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/// Core system
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Core::System& system;
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/// Have sessions started palying?
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bool sessions_started{};
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/// Is the main thread running?
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std::atomic<bool> running{};
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/// Unused
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bool needs_update{};
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/// Events to be set and signalled
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Event events{};
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/// Callbacks for each manager
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std::array<BufferEventFunc, 3> buffer_events{};
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/// General lock
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std::mutex lock{};
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/// Main thread for waiting and callbacks
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std::jthread thread;
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};
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} // namespace AudioCore
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