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ryujinx-final/Ryujinx.Audio/Renderer/Parameter/Effect/ReverbParameter.cs

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Common;
using Ryujinx.Audio.Renderer.Server.Effect;
using Ryujinx.Common.Memory;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter.Effect
{
/// <summary>
/// <see cref="IEffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Reverb"/>.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct ReverbParameter
{
/// <summary>
/// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
public Array6<byte> Input;
/// <summary>
/// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
public Array6<byte> Output;
/// <summary>
/// The maximum number of channels supported.
/// </summary>
public ushort ChannelCountMax;
/// <summary>
/// The total channel count used.
/// </summary>
public ushort ChannelCount;
/// <summary>
/// The target sample rate. (Q15)
/// </summary>
/// <remarks>This is in kHz.</remarks>
public int SampleRate;
/// <summary>
/// The early mode to use.
/// </summary>
public ReverbEarlyMode EarlyMode;
/// <summary>
/// The gain to apply to the result of the early reflection. (Q15)
/// </summary>
public int EarlyGain;
/// <summary>
/// The pre-delay time in milliseconds. (Q15)
/// </summary>
public int PreDelayTime;
/// <summary>
/// The late mode to use.
/// </summary>
public ReverbLateMode LateMode;
/// <summary>
/// The gain to apply to the result of the late reflection. (Q15)
/// </summary>
public int LateGain;
/// <summary>
/// The decay time. (Q15)
/// </summary>
public int DecayTime;
/// <summary>
/// The high frequency decay ratio. (Q15)
/// </summary>
/// <remarks>If <see cref="HighFrequencyDecayRatio"/> >= 0.995f, it is considered disabled.</remarks>
public int HighFrequencyDecayRatio;
/// <summary>
/// The coloration of the decay. (Q15)
/// </summary>
public int Coloration;
/// <summary>
/// The reverb gain. (Q15)
/// </summary>
public int ReverbGain;
/// <summary>
/// The output gain. (Q15)
/// </summary>
public int OutGain;
/// <summary>
/// The dry gain. (Q15)
/// </summary>
public int DryGain;
/// <summary>
/// The current usage status of the effect on the client side.
/// </summary>
public UsageState Status;
/// <summary>
/// Check if the <see cref="ChannelCount"/> is valid.
/// </summary>
/// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns>
public bool IsChannelCountValid()
{
return EffectInParameterVersion1.IsChannelCountValid(ChannelCount);
}
/// <summary>
/// Check if the <see cref="ChannelCountMax"/> is valid.
/// </summary>
/// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns>
public bool IsChannelCountMaxValid()
{
return EffectInParameterVersion1.IsChannelCountValid(ChannelCountMax);
}
}
}