//
// 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 .
//
using Ryujinx.Common.Memory;
using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter.Sink
{
///
/// for .
///
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct DeviceParameter
{
///
/// Device name storage.
///
private DeviceNameStruct _deviceName;
///
/// Reserved/padding.
///
private byte _padding;
///
/// The total count of channels to output to the device.
///
public uint InputCount;
///
/// The input channels index that will be used.
///
public Array6 Input;
///
/// Reserved/padding.
///
private byte _reserved;
///
/// Set to true if the user controls Surround to Stereo downmixing coefficients.
///
[MarshalAs(UnmanagedType.I1)]
public bool DownMixParameterEnabled;
///
/// The user Surround to Stereo downmixing coefficients.
///
public Array4 DownMixParameter;
[StructLayout(LayoutKind.Sequential, Size = 0xFF, Pack = 1)]
private struct DeviceNameStruct { }
///
/// The output device name.
///
public Span DeviceName => SpanHelpers.AsSpan(ref _deviceName);
}
}