9a4beac95a
Preliminary work for upmixing & general cleanup. Fixes basic issues in games such as Shovel Knight and slightly improves the LEGO games. Upmixing stitll needs to be implemented. Audio levels in a few games will be fixed as we now use the downmix coefficients when possible instead of supplying our own
50 lines
1.5 KiB
C++
50 lines
1.5 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <string>
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#include <vector>
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#include "audio_core/buffer.h"
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#include "audio_core/sink.h"
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#include "audio_core/stream.h"
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#include "common/common_types.h"
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namespace Core::Timing {
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class CoreTiming;
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}
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namespace AudioCore {
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/**
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* Represents an audio playback interface, used to open and play audio streams
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*/
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class AudioOut {
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public:
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/// Opens a new audio stream
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StreamPtr OpenStream(Core::Timing::CoreTiming& core_timing, u32 sample_rate, u32 num_channels,
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std::string&& name, Stream::ReleaseCallback&& release_callback);
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/// Returns a vector of recently released buffers specified by tag for the specified stream
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std::vector<Buffer::Tag> GetTagsAndReleaseBuffers(StreamPtr stream, std::size_t max_count);
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/// Returns a vector of all recently released buffers specified by tag for the specified stream
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std::vector<Buffer::Tag> GetTagsAndReleaseBuffers(StreamPtr stream);
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/// Starts an audio stream for playback
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void StartStream(StreamPtr stream);
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/// Stops an audio stream that is currently playing
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void StopStream(StreamPtr stream);
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/// Queues a buffer into the specified audio stream, returns true on success
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bool QueueBuffer(StreamPtr stream, Buffer::Tag tag, std::vector<s16>&& data);
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private:
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SinkPtr sink;
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};
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} // namespace AudioCore
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