mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-11 18:49:55 +01:00
4c2ab880ef
* Ryujinx.Audio: Remove BOM from files * misc: Relicense Ryujinx.Audio under the terms of the MIT license With the approvals of all the Ryujinx.Audio contributors, this commit changes Ryujinx.Audio license from LGPLv3 to MIT.
127 lines
3.8 KiB
C#
127 lines
3.8 KiB
C#
using Ryujinx.Audio.Renderer.Server.Effect;
|
|
using Ryujinx.Common.Memory;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Audio.Renderer.Parameter.Effect
|
|
{
|
|
/// <summary>
|
|
/// <see cref="IEffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Reverb3d"/>.
|
|
/// </summary>
|
|
[StructLayout(LayoutKind.Sequential, Pack = 1)]
|
|
public struct Reverb3dParameter
|
|
{
|
|
/// <summary>
|
|
/// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
|
|
/// </summary>
|
|
public Array6<byte> Input;
|
|
|
|
/// <summary>
|
|
/// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
|
|
/// </summary>
|
|
public Array6<byte> Output;
|
|
|
|
/// <summary>
|
|
/// The maximum number of channels supported.
|
|
/// </summary>
|
|
public ushort ChannelCountMax;
|
|
|
|
/// <summary>
|
|
/// The total channel count used.
|
|
/// </summary>
|
|
public ushort ChannelCount;
|
|
|
|
/// <summary>
|
|
/// Reserved/unused.
|
|
/// </summary>
|
|
private uint _reserved;
|
|
|
|
/// <summary>
|
|
/// The target sample rate.
|
|
/// </summary>
|
|
/// <remarks>This is in kHz.</remarks>
|
|
public uint SampleRate;
|
|
|
|
/// <summary>
|
|
/// Gain of the room high-frequency effect.
|
|
/// </summary>
|
|
public float RoomHf;
|
|
|
|
/// <summary>
|
|
/// Reference high frequency.
|
|
/// </summary>
|
|
public float HfReference;
|
|
|
|
/// <summary>
|
|
/// Reverberation decay time at low frequencies.
|
|
/// </summary>
|
|
public float DecayTime;
|
|
|
|
/// <summary>
|
|
/// Ratio of the decay time at high frequencies to the decay time at low frequencies.
|
|
/// </summary>
|
|
public float HfDecayRatio;
|
|
|
|
/// <summary>
|
|
/// Gain of the room effect.
|
|
/// </summary>
|
|
public float RoomGain;
|
|
|
|
/// <summary>
|
|
/// Gain of the early reflections relative to <see cref="RoomGain"/>.
|
|
/// </summary>
|
|
public float ReflectionsGain;
|
|
|
|
/// <summary>
|
|
/// Gain of the late reverberation relative to <see cref="RoomGain"/>.
|
|
/// </summary>
|
|
public float ReverbGain;
|
|
|
|
/// <summary>
|
|
/// Echo density in the late reverberation decay.
|
|
/// </summary>
|
|
public float Diffusion;
|
|
|
|
/// <summary>
|
|
/// Modal density in the late reverberation decay.
|
|
/// </summary>
|
|
public float ReflectionDelay;
|
|
|
|
/// <summary>
|
|
/// Time limit between the early reflections and the late reverberation relative to the time of the first reflection.
|
|
/// </summary>
|
|
public float ReverbDelayTime;
|
|
|
|
/// <summary>
|
|
/// Modal density in the late reverberation decay.
|
|
/// </summary>
|
|
public float Density;
|
|
|
|
/// <summary>
|
|
/// The dry gain.
|
|
/// </summary>
|
|
public float DryGain;
|
|
|
|
/// <summary>
|
|
/// The current usage status of the effect on the client side.
|
|
/// </summary>
|
|
public UsageState ParameterStatus;
|
|
|
|
/// <summary>
|
|
/// Check if the <see cref="ChannelCount"/> is valid.
|
|
/// </summary>
|
|
/// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns>
|
|
public bool IsChannelCountValid()
|
|
{
|
|
return EffectInParameterVersion1.IsChannelCountValid(ChannelCount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the <see cref="ChannelCountMax"/> is valid.
|
|
/// </summary>
|
|
/// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns>
|
|
public bool IsChannelCountMaxValid()
|
|
{
|
|
return EffectInParameterVersion1.IsChannelCountValid(ChannelCountMax);
|
|
}
|
|
}
|
|
}
|