Ryujinx/Ryujinx.Audio/Renderer/Parameter/IEffectInParameter.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

53 lines
1.5 KiB
C#

using Ryujinx.Audio.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Generic interface to represent input information for an effect.
/// </summary>
public interface IEffectInParameter
{
/// <summary>
/// Type of the effect.
/// </summary>
EffectType Type { get; }
/// <summary>
/// Set to true if the effect is new.
/// </summary>
bool IsNew { get; }
/// <summary>
/// Set to true if the effect must be active.
/// </summary>
bool IsEnabled { get; }
/// <summary>
/// The target mix id of the effect.
/// </summary>
int MixId { get; }
/// <summary>
/// Address of the processing workbuffer.
/// </summary>
/// <remarks>This is additional data that could be required by the effect processing.</remarks>
ulong BufferBase { get; }
/// <summary>
/// Size of the processing workbuffer.
/// </summary>
/// <remarks>This is additional data that could be required by the effect processing.</remarks>
ulong BufferSize { get; }
/// <summary>
/// Position of the effect while processing effects.
/// </summary>
uint ProcessingOrder { get; }
/// <summary>
/// Specific data changing depending of the <see cref="Type"/>. See also the <see cref="Effect"/> namespace.
/// </summary>
Span<byte> SpecificData { get; }
}
}