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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.
138 lines
No EOL
4 KiB
C#
138 lines
No EOL
4 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.Limiter"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct LimiterParameter
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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 target sample rate.
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/// </summary>
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/// <remarks>This is in kHz.</remarks>
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public int SampleRate;
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/// <summary>
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/// The look ahead max time.
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/// <remarks>This is in microseconds.</remarks>
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/// </summary>
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public int LookAheadTimeMax;
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/// <summary>
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/// The attack time.
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/// <remarks>This is in microseconds.</remarks>
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/// </summary>
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public int AttackTime;
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/// <summary>
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/// The release time.
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/// <remarks>This is in microseconds.</remarks>
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/// </summary>
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public int ReleaseTime;
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/// <summary>
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/// The look ahead time.
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/// <remarks>This is in microseconds.</remarks>
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/// </summary>
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public int LookAheadTime;
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/// <summary>
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/// The attack coefficient.
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/// </summary>
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public float AttackCoefficient;
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/// <summary>
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/// The release coefficient.
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/// </summary>
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public float ReleaseCoefficient;
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/// <summary>
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/// The threshold.
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/// </summary>
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public float Threshold;
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/// <summary>
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/// The input gain.
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/// </summary>
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public float InputGain;
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/// <summary>
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/// The output gain.
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/// </summary>
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public float OutputGain;
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/// <summary>
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/// The minimum samples stored in the delay buffer.
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/// </summary>
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public int DelayBufferSampleCountMin;
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/// <summary>
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/// The maximum samples stored in the delay buffer.
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/// </summary>
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public int DelayBufferSampleCountMax;
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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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/// Indicate if the limiter effect should output statistics.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool StatisticsEnabled;
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/// <summary>
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/// Indicate to the DSP that the user did a statistics reset.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool StatisticsReset;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private byte _reserved;
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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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} |