mirror of
https://github.com/GreemDev/Ryujinx
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1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
95 lines
No EOL
2.5 KiB
C#
95 lines
No EOL
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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} |