using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Audio.Renderer.Parameter;
using Ryujinx.Audio.Renderer.Parameter.Effect;
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Effect
{
/// <summary>
/// Server state for a compressor effect.
/// </summary>
public class CompressorEffect : BaseEffect
/// The compressor parameter.
public CompressorParameter Parameter;
/// The compressor state.
public Memory<CompressorState> State { get; }
/// Create a new <see cref="CompressorEffect"/>.
public CompressorEffect()
State = new CompressorState[1];
}
public override EffectType TargetEffectType => EffectType.Compressor;
public override ulong GetWorkBuffer(int index)
return GetSingleBuffer();
public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, ref EffectInParameterVersion1 parameter, PoolMapper mapper)
// Nintendo doesn't do anything here but we still require updateErrorInfo to be initialised.
updateErrorInfo = new BehaviourParameter.ErrorInfo();
public override void Update(out BehaviourParameter.ErrorInfo updateErrorInfo, ref EffectInParameterVersion2 parameter, PoolMapper mapper)
Debug.Assert(IsTypeValid(ref parameter));
UpdateParameterBase(ref parameter);
Parameter = MemoryMarshal.Cast<byte, CompressorParameter>(parameter.SpecificData)[0];
IsEnabled = parameter.IsEnabled;
public override void UpdateForCommandGeneration()
UpdateUsageStateForCommandGeneration();
Parameter.Status = UsageState.Enabled;