using Ryujinx.Audio.Renderer.Server.Upsampler; using System; namespace Ryujinx.Audio.Renderer.Server { /// <summary> /// Represents a lite version of <see cref="AudioRenderSystem"/> used by the <see cref="Dsp.AudioProcessor"/> /// </summary> /// <remarks> /// This also allows to reduce dependencies on the <see cref="AudioRenderSystem"/> for unit testing. /// </remarks> public sealed class RendererSystemContext { /// <summary> /// The session id of the current renderer. /// </summary> public int SessionId; /// <summary> /// The target channel count for sink. /// </summary> /// <remarks>See <see cref="CommandGenerator.GenerateDevice(Sink.DeviceSink, ref Mix.MixState)"/> for usage.</remarks> public uint ChannelCount; /// <summary> /// The total count of mix buffer. /// </summary> public uint MixBufferCount; /// <summary> /// Instance of the <see cref="BehaviourContext"/> used to derive bug fixes and features of the current audio renderer revision. /// </summary> public BehaviourContext BehaviourContext; /// <summary> /// Instance of the <see cref="UpsamplerManager"/> used for upsampling (see <see cref="UpsamplerState"/>) /// </summary> public UpsamplerManager UpsamplerManager; /// <summary> /// The memory to use for depop processing. /// </summary> /// <remarks> /// See <see cref="Dsp.Command.DepopForMixBuffersCommand"/> and <see cref="Dsp.Command.DepopPrepareCommand"/> /// </remarks> public Memory<float> DepopBuffer; } }