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4c2ab880ef
* Ryujinx.Audio: Remove BOM from files * misc: Relicense Ryujinx.Audio under the terms of the MIT license With the approvals of all the Ryujinx.Audio contributors, this commit changes Ryujinx.Audio license from LGPLv3 to MIT.
101 lines
2.9 KiB
C#
101 lines
2.9 KiB
C#
using Ryujinx.Audio.Renderer.Server.Effect;
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using Ryujinx.Common.Memory;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Parameter.Effect
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{
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/// <summary>
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/// <see cref="IEffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Delay"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct DelayParameter
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{
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/// <summary>
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/// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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public Array6<byte> Input;
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/// <summary>
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/// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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public Array6<byte> Output;
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/// <summary>
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/// The maximum number of channels supported.
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/// </summary>
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public ushort ChannelCountMax;
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/// <summary>
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/// The total channel count used.
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/// </summary>
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public ushort ChannelCount;
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/// <summary>
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/// The maximum delay time in milliseconds.
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/// </summary>
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public uint DelayTimeMax;
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/// <summary>
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/// The delay time in milliseconds.
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/// </summary>
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public uint DelayTime;
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/// <summary>
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/// The target sample rate. (Q15)
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// The input gain. (Q15)
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/// </summary>
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public uint InGain;
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/// <summary>
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/// The feedback gain. (Q15)
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/// </summary>
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public uint FeedbackGain;
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/// <summary>
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/// The output gain. (Q15)
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/// </summary>
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public uint OutGain;
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/// <summary>
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/// The dry gain. (Q15)
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/// </summary>
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public uint DryGain;
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/// <summary>
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/// The channel spread of the <see cref="FeedbackGain"/>. (Q15)
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/// </summary>
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public uint ChannelSpread;
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/// <summary>
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/// The low pass amount. (Q15)
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/// </summary>
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public uint LowPassAmount;
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/// <summary>
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/// The current usage status of the effect on the client side.
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/// </summary>
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public UsageState Status;
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/// <summary>
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/// Check if the <see cref="ChannelCount"/> is valid.
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/// </summary>
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/// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns>
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public bool IsChannelCountValid()
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{
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return EffectInParameterVersion1.IsChannelCountValid(ChannelCount);
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}
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/// <summary>
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/// Check if the <see cref="ChannelCountMax"/> is valid.
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/// </summary>
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/// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns>
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public bool IsChannelCountMaxValid()
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{
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return EffectInParameterVersion1.IsChannelCountValid(ChannelCountMax);
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}
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}
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}
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