//
// 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 System.Runtime.InteropServices;
using DspAddr = System.UInt64;
namespace Ryujinx.Audio.Renderer.Common
{
///
/// A wavebuffer used for data source commands.
///
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct WaveBuffer
{
///
/// The DSP address of the sample data of the wavebuffer.
///
public DspAddr Buffer;
///
/// The DSP address of the context of the wavebuffer.
///
/// Only used by .
public DspAddr Context;
///
/// The size of the sample buffer data.
///
public uint BufferSize;
///
/// The size of the context buffer.
///
public uint ContextSize;
///
/// First sample to play on the wavebuffer.
///
public uint StartSampleOffset;
///
/// Last sample to play on the wavebuffer.
///
public uint EndSampleOffset;
///
/// First sample to play when looping the wavebuffer.
///
///
/// If or is equal to zero,, it will default to and .
///
public uint LoopStartSampleOffset;
///
/// Last sample to play when looping the wavebuffer.
///
///
/// If or is equal to zero, it will default to and .
///
public uint LoopEndSampleOffset;
///
/// The max loop count.
///
public int LoopCount;
///
/// Set to true if the wavebuffer is looping.
///
[MarshalAs(UnmanagedType.I1)]
public bool Looping;
///
/// Set to true if the wavebuffer is the end of stream.
///
[MarshalAs(UnmanagedType.I1)]
public bool IsEndOfStream;
///
/// Padding/Reserved.
///
private ushort _padding;
}
}