Rework audio output, connecting AudioOut into coretiming to fix desync during heavy loads.
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@ -3,6 +3,9 @@
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#pragma once
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#include <chrono>
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#include <memory>
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#include <optional>
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#include <span>
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#include "audio_core/common/common.h"
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@ -11,9 +14,13 @@
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namespace Core {
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class System;
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}
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namespace Timing {
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struct EventType;
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} // namespace Timing
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} // namespace Core
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namespace AudioCore {
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namespace Sink {
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class SinkStream;
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struct SinkBuffer;
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@ -70,7 +77,7 @@ public:
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* @param tag - Unqiue tag of the buffer to check.
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* @return true if the buffer has been consumed, otherwise false.
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*/
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bool IsBufferConsumed(u64 tag) const;
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bool IsBufferConsumed(AudioBuffer& buffer) const;
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/**
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* Start this device session, starting the backend stream.
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@ -96,6 +103,16 @@ public:
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*/
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u64 GetPlayedSampleCount() const;
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/*
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* CoreTiming callback to increment played_sample_count over time.
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*/
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std::optional<std::chrono::nanoseconds> ThreadFunc();
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/*
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* Set the size of the ring buffer.
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*/
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void SetRingSize(u32 ring_size);
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private:
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/// System
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Core::System& system;
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@ -118,9 +135,13 @@ private:
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/// Applet resource user id of this device session
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u64 applet_resource_user_id{};
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/// Total number of samples played by this device session
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u64 played_sample_count{};
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std::atomic<u64> played_sample_count{};
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/// Event increasing the played sample count every 5ms
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std::shared_ptr<Core::Timing::EventType> thread_event;
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/// Is this session initialised?
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bool initialized{};
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/// Buffer queue
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std::vector<AudioBuffer> buffer_queue{};
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};
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} // namespace AudioCore
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