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diff --git a/Ryujinx.Audio.Renderer/Integration/HardwareDevice.cs b/Ryujinx.Audio.Renderer/Integration/HardwareDevice.cs
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+//
+// Copyright (c) 2019-2020 Ryujinx
+//
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU Lesser General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU Lesser General Public License for more details.
+//
+// You should have received a copy of the GNU Lesser General Public License
+// along with this program. If not, see <https://www.gnu.org/licenses/>.
+//
+
+using System;
+using System.Diagnostics;
+
+namespace Ryujinx.Audio.Renderer.Integration
+{
+ /// <summary>
+ /// Represent an hardware device used in <see cref="Dsp.Command.DeviceSinkCommand"/>
+ /// </summary>
+ public interface HardwareDevice : IDisposable
+ {
+ /// <summary>
+ /// Get the supported sample rate of this device.
+ /// </summary>
+ /// <returns>The supported sample rate of this device.</returns>
+ uint GetSampleRate();
+
+ /// <summary>
+ /// Get the channel count supported by this device.
+ /// </summary>
+ /// <returns>The channel count supported by this device.</returns>
+ uint GetChannelCount();
+
+ /// <summary>
+ /// Appends new PCM16 samples to the device.
+ /// </summary>
+ /// <param name="data">The new PCM16 samples.</param>
+ /// <param name="channelCount">The number of channels.</param>
+ void AppendBuffer(ReadOnlySpan<short> data, uint channelCount);
+
+ /// <summary>
+ /// Check if the audio renderer needs to perform downmixing.
+ /// </summary>
+ /// <returns>True if downmixing is needed.</returns>
+ public bool NeedDownmixing()
+ {
+ uint channelCount = GetChannelCount();
+
+ Debug.Assert(channelCount > 0 && channelCount <= RendererConstants.ChannelCountMax);
+
+ return channelCount != RendererConstants.ChannelCountMax;
+ }
+ }
+}