using Ryujinx.Audio.Renderer.Common;
using System;
namespace Ryujinx.Audio.Renderer.Dsp.Command
{
public class DepopPrepareCommand : ICommand
public bool Enabled { get; set; }
public int NodeId { get; }
public CommandType CommandType => CommandType.DepopPrepare;
public uint EstimatedProcessingTime { get; set; }
public uint MixBufferCount { get; }
public ushort[] OutputBufferIndices { get; }
public Memory<VoiceUpdateState> State { get; }
public Memory<float> DepopBuffer { get; }
public DepopPrepareCommand(Memory<VoiceUpdateState> state, Memory<float> depopBuffer, uint mixBufferCount, uint bufferOffset, int nodeId, bool enabled)
Enabled = enabled;
NodeId = nodeId;
MixBufferCount = mixBufferCount;
OutputBufferIndices = new ushort[Constants.MixBufferCountMax];
for (int i = 0; i < Constants.MixBufferCountMax; i++)
OutputBufferIndices[i] = (ushort)(bufferOffset + i);
}
State = state;
DepopBuffer = depopBuffer;
public void Process(CommandList context)
ref VoiceUpdateState state = ref State.Span[0];
Span<float> depopBuffer = DepopBuffer.Span;
for (int i = 0; i < MixBufferCount; i++)
if (state.LastSamples[i] != 0)
depopBuffer[OutputBufferIndices[i]] += state.LastSamples[i];
state.LastSamples[i] = 0;