using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Input information for a mix.
/// </summary>
/// <remarks>Also used on the client side for mix tracking.</remarks>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct MixParameter
/// Base volume of the mix.
public float Volume;
/// Target sample rate of the mix.
public uint SampleRate;
/// Target buffer count.
public uint BufferCount;
/// Set to true if in use.
[MarshalAs(UnmanagedType.I1)]
public bool IsUsed;
/// Set to true if it was changed.
public bool IsDirty;
/// Reserved/padding.
private ushort _reserved1;
/// The id of the mix.
public int MixId;
/// The effect count. (client side)
public uint EffectCount;
/// The mix node id.
public int NodeId;
private ulong _reserved2;
/// Mix buffer volumes storage.
private MixVolumeArray _mixBufferVolumeArray;
/// The mix to output the result of this mix.
public int DestinationMixId;
/// The splitter to output the result of this mix.
public uint DestinationSplitterId;
private uint _reserved3;
[StructLayout(LayoutKind.Sequential, Size = 4 * Constants.MixBufferCountMax * Constants.MixBufferCountMax, Pack = 1)]
private struct MixVolumeArray { }
/// Mix buffer volumes.
/// <remarks>Used when no splitter id is specified.</remarks>
public Span<float> MixBufferVolume => SpanHelpers.AsSpan<MixVolumeArray, float>(ref _mixBufferVolumeArray);
}