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path: root/Ryujinx.Audio.Renderer/Parameter/Effect/DelayParameter.cs
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-rw-r--r--Ryujinx.Audio.Renderer/Parameter/Effect/DelayParameter.cs118
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diff --git a/Ryujinx.Audio.Renderer/Parameter/Effect/DelayParameter.cs b/Ryujinx.Audio.Renderer/Parameter/Effect/DelayParameter.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 Ryujinx.Audio.Renderer.Server.Effect;
+using Ryujinx.Common.Memory;
+using System.Runtime.InteropServices;
+
+namespace Ryujinx.Audio.Renderer.Parameter.Effect
+{
+ /// <summary>
+ /// <see cref="EffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Delay"/>.
+ /// </summary>
+ [StructLayout(LayoutKind.Sequential, Pack = 1)]
+ public struct DelayParameter
+ {
+ /// <summary>
+ /// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
+ /// </summary>
+ public Array6<byte> Input;
+
+ /// <summary>
+ /// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
+ /// </summary>
+ public Array6<byte> Output;
+
+ /// <summary>
+ /// The maximum number of channels supported.
+ /// </summary>
+ public ushort ChannelCountMax;
+
+ /// <summary>
+ /// The total channel count used.
+ /// </summary>
+ public ushort ChannelCount;
+
+ /// <summary>
+ /// The maximum delay time in milliseconds.
+ /// </summary>
+ public uint DelayTimeMax;
+
+ /// <summary>
+ /// The delay time in milliseconds.
+ /// </summary>
+ public uint DelayTime;
+
+ /// <summary>
+ /// The target sample rate. (Q15)
+ /// </summary>
+ public uint SampleRate;
+
+ /// <summary>
+ /// The input gain. (Q15)
+ /// </summary>
+ public uint InGain;
+
+ /// <summary>
+ /// The feedback gain. (Q15)
+ /// </summary>
+ public uint FeedbackGain;
+
+ /// <summary>
+ /// The output gain. (Q15)
+ /// </summary>
+ public uint OutGain;
+
+ /// <summary>
+ /// The dry gain. (Q15)
+ /// </summary>
+ public uint DryGain;
+
+ /// <summary>
+ /// The channel spread of the <see cref="FeedbackGain"/>. (Q15)
+ /// </summary>
+ public uint ChannelSpread;
+
+ /// <summary>
+ /// The low pass amount. (Q15)
+ /// </summary>
+ public uint LowPassAmount;
+
+ /// <summary>
+ /// The current usage status of the effect on the client side.
+ /// </summary>
+ public UsageState Status;
+
+ /// <summary>
+ /// Check if the <see cref="ChannelCount"/> is valid.
+ /// </summary>
+ /// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns>
+ public bool IsChannelCountValid()
+ {
+ return EffectInParameter.IsChannelCountValid(ChannelCount);
+ }
+
+ /// <summary>
+ /// Check if the <see cref="ChannelCountMax"/> is valid.
+ /// </summary>
+ /// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns>
+ public bool IsChannelCountMaxValid()
+ {
+ return EffectInParameter.IsChannelCountValid(ChannelCountMax);
+ }
+ }
+}