using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Effect result state (added in REV9).
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct EffectResultState
/// Specific data storage.
private SpecificDataStruct _specificDataStart;
[StructLayout(LayoutKind.Sequential, Size = 0x80, Pack = 1)]
private struct SpecificDataStruct { }
/// Specific data changing depending of the type of effect. See also the <see cref="Effect"/> namespace.
public Span<byte> SpecificData => SpanHelpers.AsSpan<SpecificDataStruct, byte>(ref _specificDataStart);
}