// // Copyright (c) 2019-2021 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.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); } }