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This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
101 lines
No EOL
2.9 KiB
C#
101 lines
No EOL
2.9 KiB
C#
using Ryujinx.Audio.Renderer.Server.Effect;
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using Ryujinx.Common.Memory;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Parameter.Effect
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{
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/// <summary>
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/// <see cref="IEffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Delay"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct DelayParameter
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{
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/// <summary>
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/// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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public Array6<byte> Input;
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/// <summary>
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/// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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public Array6<byte> Output;
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/// <summary>
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/// The maximum number of channels supported.
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/// </summary>
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public ushort ChannelCountMax;
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/// <summary>
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/// The total channel count used.
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/// </summary>
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public ushort ChannelCount;
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/// <summary>
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/// The maximum delay time in milliseconds.
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/// </summary>
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public uint DelayTimeMax;
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/// <summary>
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/// The delay time in milliseconds.
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/// </summary>
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public uint DelayTime;
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/// <summary>
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/// The target sample rate. (Q15)
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// The input gain. (Q15)
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/// </summary>
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public uint InGain;
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/// <summary>
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/// The feedback gain. (Q15)
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/// </summary>
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public uint FeedbackGain;
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/// <summary>
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/// The output gain. (Q15)
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/// </summary>
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public uint OutGain;
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/// <summary>
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/// The dry gain. (Q15)
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/// </summary>
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public uint DryGain;
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/// <summary>
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/// The channel spread of the <see cref="FeedbackGain"/>. (Q15)
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/// </summary>
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public uint ChannelSpread;
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/// <summary>
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/// The low pass amount. (Q15)
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/// </summary>
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public uint LowPassAmount;
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/// <summary>
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/// The current usage status of the effect on the client side.
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/// </summary>
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public UsageState Status;
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/// <summary>
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/// Check if the <see cref="ChannelCount"/> is valid.
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/// </summary>
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/// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns>
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public bool IsChannelCountValid()
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{
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return EffectInParameterVersion1.IsChannelCountValid(ChannelCount);
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}
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/// <summary>
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/// Check if the <see cref="ChannelCountMax"/> is valid.
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/// </summary>
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/// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns>
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public bool IsChannelCountMaxValid()
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{
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return EffectInParameterVersion1.IsChannelCountValid(ChannelCountMax);
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}
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}
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} |