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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.
119 lines
3.5 KiB
C#
119 lines
3.5 KiB
C#
using Ryujinx.Audio.Renderer.Common;
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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.Reverb"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct ReverbParameter
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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 target sample rate. (Q15)
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/// </summary>
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/// <remarks>This is in kHz.</remarks>
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public int SampleRate;
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/// <summary>
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/// The early mode to use.
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/// </summary>
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public ReverbEarlyMode EarlyMode;
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/// <summary>
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/// The gain to apply to the result of the early reflection. (Q15)
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/// </summary>
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public int EarlyGain;
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/// <summary>
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/// The pre-delay time in milliseconds. (Q15)
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/// </summary>
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public int PreDelayTime;
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/// <summary>
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/// The late mode to use.
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/// </summary>
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public ReverbLateMode LateMode;
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/// <summary>
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/// The gain to apply to the result of the late reflection. (Q15)
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/// </summary>
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public int LateGain;
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/// <summary>
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/// The decay time. (Q15)
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/// </summary>
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public int DecayTime;
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/// <summary>
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/// The high frequency decay ratio. (Q15)
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/// </summary>
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/// <remarks>If <see cref="HighFrequencyDecayRatio"/> >= 0.995f, it is considered disabled.</remarks>
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public int HighFrequencyDecayRatio;
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/// <summary>
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/// The coloration of the decay. (Q15)
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/// </summary>
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public int Coloration;
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/// <summary>
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/// The reverb gain. (Q15)
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/// </summary>
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public int ReverbGain;
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/// <summary>
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/// The output gain. (Q15)
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/// </summary>
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public int OutGain;
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/// <summary>
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/// The dry gain. (Q15)
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/// </summary>
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public int DryGain;
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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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