using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Audio
{
///
/// A Dummy audio renderer that does not output any audio
///
public class DummyAudioOut : IAalOutput
{
private ConcurrentQueue m_Buffers;
public DummyAudioOut()
{
m_Buffers = new ConcurrentQueue();
}
///
/// Dummy audio output is always available, Baka!
///
public static bool IsSupported => true;
public PlaybackState GetState(int trackId) => PlaybackState.Stopped;
public int OpenTrack(int sampleRate, int channels, ReleaseCallback callback) => 1;
public void CloseTrack(int trackId) { }
public void Start(int trackId) { }
public void Stop(int trackId) { }
public void AppendBuffer(int trackID, long bufferTag, T[] buffer)
where T : struct
{
m_Buffers.Enqueue(bufferTag);
}
public long[] GetReleasedBuffers(int trackId, int maxCount)
{
List bufferTags = new List();
for (int i = 0; i < maxCount; i++)
{
if (!m_Buffers.TryDequeue(out long tag))
{
break;
}
bufferTags.Add(tag);
}
return bufferTags.ToArray();
}
public bool ContainsBuffer(int trackID, long bufferTag) => false;
public void Dispose()
{
m_Buffers.Clear();
}
}
}