yuzu/src/audio_core/audio_event.h

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2022-07-17 01:48:45 +03:00
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <atomic>
#include <chrono>
#include <condition_variable>
#include <mutex>
namespace AudioCore {
/**
* Responsible for the input/output events, set by the stream backend when buffers are consumed, and
* waited on by the audio manager. These callbacks signal the game's events to keep the audio buffer
* recycling going.
* In a real Switch this is not a separate class, and exists entirely within the audio manager.
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* On the Switch it's implemented more simply through a MultiWaitEventHolder, where it can
* wait on multiple events at once, and the events are not needed by the backend.
*/
class Event {
public:
enum class Type {
AudioInManager,
AudioOutManager,
FinalOutputRecorderManager,
Max,
};
/**
* Convert a manager type to an index.
*
* @param type - The manager type to convert
* @return The index of the type.
*/
size_t GetManagerIndex(Type type) const;
/**
* Set an audio event to true or false.
*
* @param type - The manager type to signal.
* @param signalled - Its signal state.
*/
void SetAudioEvent(Type type, bool signalled);
/**
* Check if the given manager type is signalled.
*
* @param type - The manager type to check.
* @return True if the event is signalled, otherwise false.
*/
bool CheckAudioEventSet(Type type) const;
/**
* Get the lock for audio events.
*
* @return Reference to the lock.
*/
std::mutex& GetAudioEventLock();
/**
* Get the manager event, this signals the audio manager to release buffers and signal the game
* for more.
*
* @return Reference to the condition variable.
*/
std::condition_variable_any& GetAudioEvent();
/**
* Wait on the manager_event.
*
* @param l - Lock held by the wait.
* @param timeout - Timeout for the wait. This is 2 seconds by default.
* @return True if the wait timed out, otherwise false if signalled.
*/
bool Wait(std::unique_lock<std::mutex>& l, std::chrono::seconds timeout);
/**
* Reset all manager events.
*/
void ClearEvents();
private:
/// Lock, used by the audio manager
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std::mutex event_lock;
/// Array of events, one per system type (see Type), last event is used to terminate
std::array<std::atomic<bool>, 4> events_signalled;
/// Event to signal the audio manager
std::condition_variable_any manager_event;
};
} // namespace AudioCore