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using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Output information about a voice.
/// </summary>
/// <remarks>See <seealso cref="Server.StateUpdater.UpdateVoices(Server.Voice.VoiceContext, System.Memory{Server.MemoryPool.MemoryPoolState})"/></remarks>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct VoiceOutStatus
{
/// <summary>
/// The total amount of samples that was played.
/// </summary>
/// <remarks>This is reset to 0 when a <see cref="Common.WaveBuffer"/> finishes playing and <see cref="Common.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 total amount of <see cref="WaveBuffer"/> consumed.
/// </summary>
public uint PlayedWaveBuffersCount;
/// <summary>
/// If set to true, the voice was dropped.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool VoiceDropFlag;
/// <summary>
/// Reserved/unused.
/// </summary>
private unsafe fixed byte _reserved[3];
}
}
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