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using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Common.Memory;
using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// Represent the update state of a voice.
/// </summary>
/// <remarks>This is shared between the server and audio processor.</remarks>
[StructLayout(LayoutKind.Sequential, Pack = Align)]
public struct VoiceUpdateState
{
public const int Align = 0x10;
public const int BiquadStateOffset = 0x0;
/// <summary>
/// The state of the biquad filters of this voice.
/// </summary>
public Array2<BiquadFilterState> BiquadFilterState;
/// <summary>
/// The total amount of samples that was played.
/// </summary>
/// <remarks>This is reset to 0 when a <see cref="WaveBuffer"/> finishes playing and <see cref="WaveBuffer.IsEndOfStream"/> is set.</remarks>
/// <remarks>This is reset to 0 when looping while <see cref="Parameter.VoiceInParameter.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks>
public ulong PlayedSampleCount;
/// <summary>
/// The current sample offset in the <see cref="WaveBuffer"/> pointed by <see cref="WaveBufferIndex"/>.
/// </summary>
public int Offset;
/// <summary>
/// The current index of the <see cref="WaveBuffer"/> in use.
/// </summary>
public uint WaveBufferIndex;
private WaveBufferValidArray _isWaveBufferValid;
/// <summary>
/// The total amount of <see cref="WaveBuffer"/> consumed.
/// </summary>
public uint WaveBufferConsumed;
/// <summary>
/// Pitch used for Sample Rate Conversion.
/// </summary>
public Array8<short> Pitch;
public float Fraction;
/// <summary>
/// The ADPCM loop context when <see cref="SampleFormat.Adpcm"/> is in use.
/// </summary>
public AdpcmLoopContext LoopContext;
/// <summary>
/// The last samples after a mix ramp.
/// </summary>
/// <remarks>This is used for depop (to perform voice drop).</remarks>
public Array24<float> LastSamples;
/// <summary>
/// The current count of loop performed.
/// </summary>
public int LoopCount;
[StructLayout(LayoutKind.Sequential, Size = 1 * Constants.VoiceWaveBufferCount, Pack = 1)]
private struct WaveBufferValidArray { }
/// <summary>
/// Contains information of <see cref="WaveBuffer"/> validity.
/// </summary>
public Span<bool> IsWaveBufferValid => SpanHelpers.AsSpan<WaveBufferValidArray, bool>(ref _isWaveBufferValid);
/// <summary>
/// Mark the current <see cref="WaveBuffer"/> as played and switch to the next one.
/// </summary>
/// <param name="waveBuffer">The current <see cref="WaveBuffer"/></param>
/// <param name="waveBufferIndex">The wavebuffer index.</param>
/// <param name="waveBufferConsumed">The amount of wavebuffers consumed.</param>
/// <param name="playedSampleCount">The total count of sample played.</param>
public void MarkEndOfBufferWaveBufferProcessing(ref WaveBuffer waveBuffer, ref int waveBufferIndex, ref uint waveBufferConsumed, ref ulong playedSampleCount)
{
IsWaveBufferValid[waveBufferIndex++] = false;
LoopCount = 0;
waveBufferConsumed++;
if (waveBufferIndex >= Constants.VoiceWaveBufferCount)
{
waveBufferIndex = 0;
}
if (waveBuffer.IsEndOfStream)
{
playedSampleCount = 0;
}
}
}
}
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