using Ryujinx.Audio.Renderer.Dsp.State;
using Ryujinx.Common.Memory;
using Ryujinx.Common.Utilities;
using System;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Common
{
///
/// Represent the update state of a voice.
///
/// This is shared between the server and audio processor.
[StructLayout(LayoutKind.Sequential, Pack = Align)]
public struct VoiceUpdateState
{
public const int Align = 0x10;
public const int BiquadStateOffset = 0x0;
public const int BiquadStateSize = 0x10;
///
/// The state of the biquad filters of this voice.
///
public Array2 BiquadFilterState;
///
/// The total amount of samples that was played.
///
/// This is reset to 0 when a finishes playing and is set.
/// This is reset to 0 when looping while is set.
public ulong PlayedSampleCount;
///
/// The current sample offset in the pointed by .
///
public int Offset;
///
/// The current index of the in use.
///
public uint WaveBufferIndex;
private WaveBufferValidArray _isWaveBufferValid;
///
/// The total amount of consumed.
///
public uint WaveBufferConsumed;
///
/// Pitch used for Sample Rate Conversion.
///
public Array8 Pitch;
public float Fraction;
///
/// The ADPCM loop context when is in use.
///
public AdpcmLoopContext LoopContext;
///
/// The last samples after a mix ramp.
///
/// This is used for depop (to perform voice drop).
public Array24 LastSamples;
///
/// The current count of loop performed.
///
public int LoopCount;
[StructLayout(LayoutKind.Sequential, Size = 1 * Constants.VoiceWaveBufferCount, Pack = 1)]
private struct WaveBufferValidArray { }
///
/// Contains information of validity.
///
public Span IsWaveBufferValid => SpanHelpers.AsSpan(ref _isWaveBufferValid);
///
/// Mark the current as played and switch to the next one.
///
/// The current
/// The wavebuffer index.
/// The amount of wavebuffers consumed.
/// The total count of sample played.
public void MarkEndOfBufferWaveBufferProcessing(ref WaveBuffer waveBuffer, ref int waveBufferIndex, ref uint waveBufferConsumed, ref ulong playedSampleCount)
{
IsWaveBufferValid[waveBufferIndex++] = false;
LoopCount = 0;
waveBufferConsumed++;
if (waveBufferIndex >= Constants.VoiceWaveBufferCount)
{
waveBufferIndex = 0;
}
if (waveBuffer.IsEndOfStream)
{
playedSampleCount = 0;
}
}
}
}