using Ryujinx.Audio.Renderer.Common; using Ryujinx.Audio.Renderer.Dsp.State; using Ryujinx.Audio.Renderer.Parameter; using Ryujinx.Audio.Renderer.Parameter.Effect; using Ryujinx.Audio.Renderer.Server.MemoryPool; using System; using System.Diagnostics; using System.Runtime.InteropServices; namespace Ryujinx.Audio.Renderer.Server.Effect { /// /// Server state for a compressor effect. /// public class CompressorEffect : BaseEffect { /// /// The compressor parameter. /// public CompressorParameter Parameter; /// /// The compressor state. /// public Memory State { get; } /// /// Create a new . /// public CompressorEffect() { State = new CompressorState[1]; } public override EffectType TargetEffectType => EffectType.Compressor; public override ulong GetWorkBuffer(int index) { return GetSingleBuffer(); } public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, in EffectInParameterVersion1 parameter, PoolMapper mapper) { // Nintendo doesn't do anything here but we still require updateErrorInfo to be initialised. updateErrorInfo = new BehaviourParameter.ErrorInfo(); } public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, in EffectInParameterVersion2 parameter, PoolMapper mapper) { Debug.Assert(IsTypeValid(in parameter)); UpdateParameterBase(in parameter); Parameter = MemoryMarshal.Cast(parameter.SpecificData)[0]; IsEnabled = parameter.IsEnabled; updateErrorInfo = new BehaviourParameter.ErrorInfo(); } public override void UpdateForCommandGeneration() { UpdateUsageStateForCommandGeneration(); Parameter.Status = UsageState.Enabled; Parameter.StatisticsReset = false; } public override void InitializeResultState(ref EffectResultState state) { ref CompressorStatistics statistics = ref MemoryMarshal.Cast(state.SpecificData)[0]; statistics.Reset(Parameter.ChannelCount); } public override void UpdateResultState(ref EffectResultState destState, ref EffectResultState srcState) { destState = srcState; } } }