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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using System ;
using System.Threading ;
namespace Ryujinx.Audio
{
/// <summary>
/// Manage audio input and output system.
/// </summary>
public class AudioManager : IDisposable
{
/// <summary>
/// Lock used to control the waiters registration.
/// </summary>
private object _lock = new object ( ) ;
/// <summary>
/// Events signaled when the driver played audio buffers.
/// </summary>
private ManualResetEvent [ ] _updateRequiredEvents ;
/// <summary>
/// Action to execute when the driver played audio buffers.
/// </summary>
private Action [ ] _actions ;
/// <summary>
/// The worker thread in charge of handling sessions update.
/// </summary>
private Thread _workerThread ;
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private bool _isRunning ;
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/// <summary>
/// Create a new <see cref="AudioManager"/>.
/// </summary>
public AudioManager ( )
{
_updateRequiredEvents = new ManualResetEvent [ 2 ] ;
_actions = new Action [ 2 ] ;
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_isRunning = false ;
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// Termination event.
_updateRequiredEvents [ 1 ] = new ManualResetEvent ( false ) ;
_workerThread = new Thread ( Update )
{
Name = "AudioManager.Worker"
} ;
}
/// <summary>
/// Start the <see cref="AudioManager"/>.
/// </summary>
public void Start ( )
{
if ( _workerThread . IsAlive )
{
throw new InvalidOperationException ( ) ;
}
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_isRunning = true ;
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_workerThread . Start ( ) ;
}
/// <summary>
/// Initialize update handlers.
/// </summary>
/// <param name="updatedRequiredEvent ">The driver event that will get signaled by the device driver when an audio buffer finished playing/being captured</param>
/// <param name="outputCallback">The callback to call when an audio buffer finished playing</param>
/// <param name="inputCallback">The callback to call when an audio buffer was captured</param>
public void Initialize ( ManualResetEvent updatedRequiredEvent , Action outputCallback , Action inputCallback )
{
lock ( _lock )
{
_updateRequiredEvents [ 0 ] = updatedRequiredEvent ;
_actions [ 0 ] = outputCallback ;
_actions [ 1 ] = inputCallback ;
}
}
/// <summary>
/// Entrypoint of the <see cref="_workerThread"/> in charge of updating the <see cref="AudioManager"/>.
/// </summary>
private void Update ( )
{
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while ( _isRunning )
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{
int index = WaitHandle . WaitAny ( _updateRequiredEvents ) ;
// Last index is here to indicate thread termination.
if ( index + 1 = = _updateRequiredEvents . Length )
{
break ;
}
lock ( _lock )
{
foreach ( Action action in _actions )
{
action ? . Invoke ( ) ;
}
_updateRequiredEvents [ 0 ] . Reset ( ) ;
}
}
}
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/// <summary>
/// Stop updating the <see cref="AudioManager"/> without stopping the worker thread.
/// </summary>
public void StopUpdates ( )
{
_isRunning = false ;
}
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public void Dispose ( )
{
Dispose ( true ) ;
}
protected virtual void Dispose ( bool disposing )
{
if ( disposing )
{
_updateRequiredEvents [ 1 ] . Set ( ) ;
_workerThread . Join ( ) ;
_updateRequiredEvents [ 1 ] . Dispose ( ) ;
}
}
}
}