using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter
{
///
/// Input information for a mix.
///
/// Also used on the client side for mix tracking.
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct MixParameter
{
///
/// Base volume of the mix.
///
public float Volume;
///
/// Target sample rate of the mix.
///
public uint SampleRate;
///
/// Target buffer count.
///
public uint BufferCount;
///
/// Set to true if in use.
///
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
///
/// Set to true if it was changed.
///
[MarshalAs(UnmanagedType.I1)]
public bool IsDirty;
///
/// Reserved/padding.
///
private readonly ushort _reserved1;
///
/// The id of the mix.
///
public int MixId;
///
/// The effect count. (client side)
///
public uint EffectCount;
///
/// The mix node id.
///
public int NodeId;
///
/// Reserved/padding.
///
private readonly ulong _reserved2;
///
/// Mix buffer volumes storage.
///
private MixVolumeArray _mixBufferVolumeArray;
///
/// The mix to output the result of this mix.
///
public int DestinationMixId;
///
/// The splitter to output the result of this mix.
///
public uint DestinationSplitterId;
///
/// Reserved/padding.
///
private readonly uint _reserved3;
[StructLayout(LayoutKind.Sequential, Size = 4 * Constants.MixBufferCountMax * Constants.MixBufferCountMax, Pack = 1)]
private struct MixVolumeArray { }
///
/// Mix buffer volumes.
///
/// Used when no splitter id is specified.
public Span MixBufferVolume => SpanHelpers.AsSpan(ref _mixBufferVolumeArray);
}
}