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jinx/Ryujinx.Audio/Renderer/Parameter/MixParameter.cs
Mary 4c2ab880ef
misc: Relicense Ryujinx.Audio under the terms of the MIT license (#3449)
* 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.
2022-07-08 19:45:53 +02:00

95 lines
2.5 KiB
C#

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