using Ryujinx.Common.Memory; using Ryujinx.Common.Utilities; using System; using System.Runtime.InteropServices; namespace Ryujinx.Audio.Renderer.Parameter.Sink { /// <summary> /// <see cref="SinkInParameter.SpecificData"/> for <see cref="Common.SinkType.Device"/>. /// </summary> [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct DeviceParameter { /// <summary> /// Device name storage. /// </summary> private DeviceNameStruct _deviceName; /// <summary> /// Reserved/padding. /// </summary> private byte _padding; /// <summary> /// The total count of channels to output to the device. /// </summary> public uint InputCount; /// <summary> /// The input channels index that will be used. /// </summary> public Array6<byte> Input; /// <summary> /// Reserved/padding. /// </summary> private byte _reserved; /// <summary> /// Set to true if the user controls Surround to Stereo downmixing coefficients. /// </summary> [MarshalAs(UnmanagedType.I1)] public bool DownMixParameterEnabled; /// <summary> /// The user Surround to Stereo downmixing coefficients. /// </summary> public Array4<float> DownMixParameter; [StructLayout(LayoutKind.Sequential, Size = 0xFF, Pack = 1)] private struct DeviceNameStruct { } /// <summary> /// The output device name. /// </summary> public Span<byte> DeviceName => SpanHelpers.AsSpan<DeviceNameStruct, byte>(ref _deviceName); } }