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using System.Runtime.InteropServices;
using DspAddr = System.UInt64;
namespace Ryujinx.Audio.Renderer.Common
{
/// <summary>
/// A wavebuffer used for data source commands.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct WaveBuffer
{
/// <summary>
/// The DSP address of the sample data of the wavebuffer.
/// </summary>
public DspAddr Buffer;
/// <summary>
/// The DSP address of the context of the wavebuffer.
/// </summary>
/// <remarks>Only used by <see cref="SampleFormat.Adpcm"/>.</remarks>
public DspAddr Context;
/// <summary>
/// The size of the sample buffer data.
/// </summary>
public uint BufferSize;
/// <summary>
/// The size of the context buffer.
/// </summary>
public uint ContextSize;
/// <summary>
/// First sample to play on the wavebuffer.
/// </summary>
public uint StartSampleOffset;
/// <summary>
/// Last sample to play on the wavebuffer.
/// </summary>
public uint EndSampleOffset;
/// <summary>
/// First sample to play when looping the wavebuffer.
/// </summary>
/// <remarks>
/// If <see cref="LoopStartSampleOffset"/> or <see cref="LoopEndSampleOffset"/> is equal to zero,, it will default to <see cref="StartSampleOffset"/> and <see cref="EndSampleOffset"/>.
/// </remarks>
public uint LoopStartSampleOffset;
/// <summary>
/// Last sample to play when looping the wavebuffer.
/// </summary>
/// <remarks>
/// If <see cref="LoopStartSampleOffset"/> or <see cref="LoopEndSampleOffset"/> is equal to zero, it will default to <see cref="StartSampleOffset"/> and <see cref="EndSampleOffset"/>.
/// </remarks>
public uint LoopEndSampleOffset;
/// <summary>
/// The max loop count.
/// </summary>
public int LoopCount;
/// <summary>
/// Set to true if the wavebuffer is looping.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool Looping;
/// <summary>
/// Set to true if the wavebuffer is the end of stream.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsEndOfStream;
/// <summary>
/// Padding/Reserved.
/// </summary>
private ushort _padding;
}
}
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