mirror of
https://github.com/GreemDev/Ryujinx
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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.
95 lines
2.5 KiB
C#
95 lines
2.5 KiB
C#
using Ryujinx.Common.Utilities;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Parameter
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{
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/// <summary>
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/// Input information for a mix.
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/// </summary>
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/// <remarks>Also used on the client side for mix tracking.</remarks>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct MixParameter
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{
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/// <summary>
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/// Base volume of the mix.
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/// </summary>
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public float Volume;
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/// <summary>
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/// Target sample rate of the mix.
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// Target buffer count.
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/// </summary>
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public uint BufferCount;
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/// <summary>
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/// Set to true if in use.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsUsed;
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/// <summary>
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/// Set to true if it was changed.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsDirty;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private ushort _reserved1;
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/// <summary>
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/// The id of the mix.
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/// </summary>
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public int MixId;
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/// <summary>
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/// The effect count. (client side)
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/// </summary>
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public uint EffectCount;
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/// <summary>
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/// The mix node id.
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/// </summary>
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public int NodeId;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private ulong _reserved2;
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/// <summary>
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/// Mix buffer volumes storage.
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/// </summary>
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private MixVolumeArray _mixBufferVolumeArray;
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/// <summary>
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/// The mix to output the result of this mix.
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/// </summary>
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public int DestinationMixId;
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/// <summary>
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/// The splitter to output the result of this mix.
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/// </summary>
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public uint DestinationSplitterId;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private uint _reserved3;
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[StructLayout(LayoutKind.Sequential, Size = 4 * Constants.MixBufferCountMax * Constants.MixBufferCountMax, Pack = 1)]
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private struct MixVolumeArray { }
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/// <summary>
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/// Mix buffer volumes.
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/// </summary>
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/// <remarks>Used when no splitter id is specified.</remarks>
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public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixBufferVolumeArray);
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}
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}
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