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src/audio_core/audio_core.h
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src/audio_core/audio_core.h
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// 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 <memory>
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#include "audio_core/audio_manager.h"
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#include "audio_core/renderer/adsp/adsp.h"
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#include "audio_core/sink/sink.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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class AudioManager;
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/**
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* Main audio class, sotred inside the core, and holding the audio manager, all sinks, and the ADSP.
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*/
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class AudioCore {
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public:
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explicit AudioCore(Core::System& system);
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~AudioCore();
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/**
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* Shutdown the audio core.
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*/
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void Shutdown();
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/**
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* Get a reference to the audio manager.
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*
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* @return Ref to the audio manager.
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*/
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AudioManager& GetAudioManager();
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/**
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* Get the audio output sink currently in use.
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*
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* @return Ref to the sink.
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*/
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Sink::Sink& GetOutputSink();
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/**
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* Get the audio input sink currently in use.
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*
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* @return Ref to the sink.
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*/
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Sink::Sink& GetInputSink();
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/**
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* Get the ADSP.
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*
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* @return Ref to the ADSP.
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*/
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AudioRenderer::ADSP::ADSP& GetADSP();
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/**
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* Pause the sink. Called from the core.
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*
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* @param pausing - Is this pause due to an actual pause, or shutdown?
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* Unfortunately, shutdown also pauses streams, which can cause issues.
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*/
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void PauseSinks(bool pausing) const;
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/**
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* Get the size of the current stream queue.
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*
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* @return Current stream queue size.
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*/
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u32 GetStreamQueue() const;
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/**
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* Get the size of the current stream queue.
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*
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* @param size - New stream size.
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*/
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void SetStreamQueue(u32 size);
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private:
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/**
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* Create the sinks on startup.
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*/
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void CreateSinks();
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/// Main audio manager for audio in/out
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std::unique_ptr<AudioManager> audio_manager;
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/// Sink used for audio renderer and audio out
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std::unique_ptr<Sink::Sink> output_sink;
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/// Sink used for audio input
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std::unique_ptr<Sink::Sink> input_sink;
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/// The ADSP in the sysmodule
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std::unique_ptr<AudioRenderer::ADSP::ADSP> adsp;
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/// Current size of the stream queue
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std::atomic<u32> estimated_queue{0};
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};
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} // namespace AudioCore
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