// // Copyright (c) 2019-2020 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.Audio.Renderer.Common; using Ryujinx.Common.Utilities; using System; using System.Runtime.InteropServices; namespace Ryujinx.Audio.Renderer.Parameter { /// /// Input information for an effect. /// [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct EffectInParameter { /// /// Type of the effect. /// public EffectType Type; /// /// Set to true if the effect is new. /// [MarshalAs(UnmanagedType.I1)] public bool IsNew; /// /// Set to true if the effect must be active. /// [MarshalAs(UnmanagedType.I1)] public bool IsEnabled; /// /// Reserved/padding. /// private byte _reserved1; /// /// The target mix id of the effect. /// public int MixId; /// /// Address of the processing workbuffer. /// /// This is additional data that could be required by the effect processing. public ulong BufferBase; /// /// Size of the processing workbuffer. /// /// This is additional data that could be required by the effect processing. public ulong BufferSize; /// /// Position of the effect while processing effects. /// public uint ProcessingOrder; /// /// Reserved/padding. /// private uint _reserved2; /// /// Specific data storage. /// private SpecificDataStruct _specificDataStart; [StructLayout(LayoutKind.Sequential, Size = 0xA0, Pack = 1)] private struct SpecificDataStruct { } /// /// Specific data changing depending of the . See also the namespace. /// public Span SpecificData => SpanHelpers.AsSpan(ref _specificDataStart); /// /// Check if the given channel count is valid. /// /// The channel count to check /// Returns true if the channel count is valid. public static bool IsChannelCountValid(int channelCount) { return channelCount == 1 || channelCount == 2 || channelCount == 4 || channelCount == 6; } } }