// // 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); } }