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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <atomic>
#include <functional>
#include <mutex>
#include <thread>
#include "common/polyfill_thread.h"
#include "audio_core/audio_event.h"
namespace Core {
class System;
}
union Result;
namespace AudioCore {
/**
* The AudioManager's main purpose is to wait for buffer events for the audio in and out managers,
* and call an associated callback to release buffers.
*
* Execution pattern is:
* Buffers appended ->
* Buffers queued and played by the backend stream ->
* When consumed, set the corresponding manager event and signal the audio manager ->
* Consumed buffers are released, game is signalled ->
* Game appends more buffers.
*
* This is only used by audio in and audio out.
*/
class AudioManager {
using BufferEventFunc = void (*)(void *data, Core::System& system) noexcept;
public:
explicit AudioManager(Core::System& system);
/**
* Shutdown the audio manager.
*/
void Shutdown();
/// Register the out manager, keeping a function to be called when the out event is signalled.
/// @param buffer_func - Function to be called on signal.
/// @return Result code.
Result SetOutManager(void *data, BufferEventFunc buffer_func);
/// Register the in manager, keeping a function to be called when the in event is signalled.
/// @param buffer_func - Function to be called on signal.
/// @return Result code.
Result SetInManager(void *data, BufferEventFunc buffer_func);
/**
* Set an event to signalled, and signal the thread.
*
* @param type - Manager type to set.
* @param signalled - Set the event to true or false?
*/
void SetEvent(Event::Type type, bool signalled);
private:
/// Unused
bool needs_update{};
/// Events to be set and signalled
Event events{};
/// Callbacks (and user data) for each manager
std::array<BufferEventFunc, 3> buffer_events{};
std::array<void*, 3> buffer_data{};
/// General lock
std::mutex lock{};
/// Main thread for waiting and callbacks
std::jthread thread;
};
} // namespace AudioCore