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ryujinx-fork/Ryujinx.Audio/Renderer/Parameter/Effect/DelayParameter.cs
Mary-nyan 1825bd87b4
misc: Reformat Ryujinx.Audio with dotnet-format (#3485)
This is the first commit of a series of reformat around the codebase as
discussed internally some weeks ago.

This project being one that isn't touched that much, it shouldn't cause
conflict with any opened PRs.
2022-07-25 15:46:33 -03:00

101 lines
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2.9 KiB
C#

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.Delay"/>.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct DelayParameter
{
/// <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 maximum delay time in milliseconds.
/// </summary>
public uint DelayTimeMax;
/// <summary>
/// The delay time in milliseconds.
/// </summary>
public uint DelayTime;
/// <summary>
/// The target sample rate. (Q15)
/// </summary>
public uint SampleRate;
/// <summary>
/// The input gain. (Q15)
/// </summary>
public uint InGain;
/// <summary>
/// The feedback gain. (Q15)
/// </summary>
public uint FeedbackGain;
/// <summary>
/// The output gain. (Q15)
/// </summary>
public uint OutGain;
/// <summary>
/// The dry gain. (Q15)
/// </summary>
public uint DryGain;
/// <summary>
/// The channel spread of the <see cref="FeedbackGain"/>. (Q15)
/// </summary>
public uint ChannelSpread;
/// <summary>
/// The low pass amount. (Q15)
/// </summary>
public uint LowPassAmount;
/// <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);
}
}
}