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* Amadeus: Final Act This is my requiem, I present to you Amadeus, a complete reimplementation of the Audio Renderer! This reimplementation is based on my reversing of every version of the audio system module that I carried for the past 10 months. This supports every revision (at the time of writing REV1 to REV8 included) and all features proposed by the Audio Renderer on real hardware. Because this component could be used outside an emulation context, and to avoid possible "inspirations" not crediting the project, I decided to license the Ryujinx.Audio.Renderer project under LGPLv3. - FE3H voices in videos and chapter intro are not present. - Games that use two audio renderer **at the same time** are probably going to have issues right now **until we rewrite the audio output interface** (Crash Team Racing is the only known game to use two renderer at the same time). - Persona 5 Scrambler now goes ingame but audio is garbage. This is caused by the fact that the game engine is syncing audio and video in a really aggressive way. This will disappears the day this game run at full speed. * Make timing more precise when sleeping on Windows Improve precision to a 1ms resolution on Windows NT based OS. This is used to avoid having totally erratic timings and unify all Windows users to the same resolution. NOTE: This is only active when emulation is running.
484 lines
25 KiB
C#
484 lines
25 KiB
C#
//
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// Copyright (c) 2019-2020 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Audio.Renderer.Dsp.Command;
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using Ryujinx.Audio.Renderer.Dsp.State;
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using Ryujinx.Audio.Renderer.Parameter;
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using Ryujinx.Audio.Renderer.Parameter.Effect;
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using Ryujinx.Audio.Renderer.Server.Performance;
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using Ryujinx.Audio.Renderer.Server.Sink;
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using Ryujinx.Audio.Renderer.Server.Upsampler;
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using Ryujinx.Audio.Renderer.Server.Voice;
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using System;
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using CpuAddress = System.UInt64;
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namespace Ryujinx.Audio.Renderer.Server
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{
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/// <summary>
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/// An API to generate commands and aggregate them into a <see cref="CommandList"/>.
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/// </summary>
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public class CommandBuffer
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{
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/// <summary>
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/// The command processing time estimator in use.
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/// </summary>
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private ICommandProcessingTimeEstimator _commandProcessingTimeEstimator;
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/// <summary>
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/// The estimated total processing time.
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/// </summary>
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public ulong EstimatedProcessingTime { get; set; }
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/// <summary>
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/// The command list that is populated by the <see cref="CommandBuffer"/>.
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/// </summary>
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public CommandList CommandList { get; }
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/// <summary>
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/// Create a new <see cref="CommandBuffer"/>.
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/// </summary>
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/// <param name="commandList">The command list that will store the generated commands.</param>
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/// <param name="commandProcessingTimeEstimator">The command processing time estimator to use.</param>
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public CommandBuffer(CommandList commandList, ICommandProcessingTimeEstimator commandProcessingTimeEstimator)
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{
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CommandList = commandList;
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EstimatedProcessingTime = 0;
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_commandProcessingTimeEstimator = commandProcessingTimeEstimator;
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}
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/// <summary>
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/// Add a new generated command to the <see cref="CommandList"/>.
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/// </summary>
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/// <param name="command">The command to add.</param>
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private void AddCommand(ICommand command)
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{
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EstimatedProcessingTime += command.EstimatedProcessingTime;
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CommandList.AddCommand(command);
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}
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/// <summary>
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/// Generate a new <see cref="ClearMixBufferCommand"/>.
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/// </summary>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateClearMixBuffer(int nodeId)
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{
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ClearMixBufferCommand command = new ClearMixBufferCommand(nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Generate a new <see cref="DepopPrepareCommand"/>.
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/// </summary>
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/// <param name="state">The voice state associated.</param>
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/// <param name="depopBuffer">The depop buffer.</param>
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/// <param name="bufferCount">The buffer count.</param>
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/// <param name="bufferOffset">The target buffer offset.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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/// <param name="wasPlaying">Set to true if the voice was playing previously.</param>
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public void GenerateDepopPrepare(Memory<VoiceUpdateState> state, Memory<float> depopBuffer, uint bufferCount, uint bufferOffset, int nodeId, bool wasPlaying)
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{
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DepopPrepareCommand command = new DepopPrepareCommand(state, depopBuffer, bufferCount, bufferOffset, nodeId, wasPlaying);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Generate a new <see cref="PerformanceCommand"/>.
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/// </summary>
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/// <param name="performanceEntryAddresses">The <see cref="PerformanceEntryAddresses"/>.</param>
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/// <param name="type">The performance operation to perform.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GeneratePerformance(ref PerformanceEntryAddresses performanceEntryAddresses, PerformanceCommand.Type type, int nodeId)
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{
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PerformanceCommand command = new PerformanceCommand(ref performanceEntryAddresses, type, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Create a new <see cref="VolumeRampCommand"/>.
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/// </summary>
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/// <param name="previousVolume">The previous volume.</param>
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/// <param name="volume">The new volume.</param>
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/// <param name="bufferIndex">The index of the mix buffer to use.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateVolumeRamp(float previousVolume, float volume, uint bufferIndex, int nodeId)
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{
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VolumeRampCommand command = new VolumeRampCommand(previousVolume, volume, bufferIndex, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Create a new <see cref="DataSourceVersion2Command"/>.
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/// </summary>
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/// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
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/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
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/// <param name="outputBufferIndex">The output buffer index to use.</param>
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/// <param name="channelIndex">The target channel index.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateDataSourceVersion2(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
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{
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DataSourceVersion2Command command = new DataSourceVersion2Command(ref voiceState, state, outputBufferIndex, channelIndex, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Create a new <see cref="PcmInt16DataSourceCommandVersion1"/>.
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/// </summary>
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/// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
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/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
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/// <param name="outputBufferIndex">The output buffer index to use.</param>
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/// <param name="channelIndex">The target channel index.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GeneratePcmInt16DataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
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{
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PcmInt16DataSourceCommandVersion1 command = new PcmInt16DataSourceCommandVersion1(ref voiceState, state, outputBufferIndex, channelIndex, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Create a new <see cref="PcmFloatDataSourceCommandVersion1"/>.
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/// </summary>
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/// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
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/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
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/// <param name="outputBufferIndex">The output buffer index to use.</param>
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/// <param name="channelIndex">The target channel index.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GeneratePcmFloatDataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, ushort channelIndex, int nodeId)
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{
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PcmFloatDataSourceCommandVersion1 command = new PcmFloatDataSourceCommandVersion1(ref voiceState, state, outputBufferIndex, channelIndex, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Create a new <see cref="AdpcmDataSourceCommandVersion1"/>.
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/// </summary>
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/// <param name="voiceState">The <see cref="VoiceState"/> to generate the command from.</param>
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/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
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/// <param name="outputBufferIndex">The output buffer index to use.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateAdpcmDataSourceVersion1(ref VoiceState voiceState, Memory<VoiceUpdateState> state, ushort outputBufferIndex, int nodeId)
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{
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AdpcmDataSourceCommandVersion1 command = new AdpcmDataSourceCommandVersion1(ref voiceState, state, outputBufferIndex, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Create a new <see cref="BiquadFilterCommand"/>.
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/// </summary>
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/// <param name="baseIndex">The base index of the input and output buffer.</param>
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/// <param name="filter">The biquad filter parameter.</param>
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/// <param name="biquadFilterStateMemory">The biquad state.</param>
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/// <param name="inputBufferOffset">The input buffer offset.</param>
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/// <param name="outputBufferOffset">The output buffer offset.</param>
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/// <param name="needInitialization">Set to true if the biquad filter state needs to be initialized.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateBiquadFilter(int baseIndex, ref BiquadFilterParameter filter, Memory<BiquadFilterState> biquadFilterStateMemory, int inputBufferOffset, int outputBufferOffset, bool needInitialization, int nodeId)
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{
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BiquadFilterCommand command = new BiquadFilterCommand(baseIndex, ref filter, biquadFilterStateMemory, inputBufferOffset, outputBufferOffset, needInitialization, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Generate a new <see cref="MixRampGroupedCommand"/>.
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/// </summary>
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/// <param name="mixBufferCount">The mix buffer count.</param>
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/// <param name="inputBufferIndex">The base input index.</param>
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/// <param name="outputBufferIndex">The base output index.</param>
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/// <param name="previousVolume">The previous volume.</param>
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/// <param name="volume">The new volume.</param>
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/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateMixRampGrouped(uint mixBufferCount, uint inputBufferIndex, uint outputBufferIndex, Span<float> previousVolume, Span<float> volume, Memory<VoiceUpdateState> state, int nodeId)
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{
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MixRampGroupedCommand command = new MixRampGroupedCommand(mixBufferCount, inputBufferIndex, outputBufferIndex, previousVolume, volume, state, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Generate a new <see cref="MixRampCommand"/>.
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/// </summary>
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/// <param name="previousVolume">The previous volume.</param>
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/// <param name="volume">The new volume.</param>
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/// <param name="inputBufferIndex">The input buffer index.</param>
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/// <param name="outputBufferIndex">The output buffer index.</param>
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/// <param name="lastSampleIndex">The index in the <see cref="VoiceUpdateState.LastSamples"/> array to store the ramped sample.</param>
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/// <param name="state">The <see cref="VoiceUpdateState"/> to generate the command from.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateMixRamp(float previousVolume, float volume, uint inputBufferIndex, uint outputBufferIndex, int lastSampleIndex, Memory<VoiceUpdateState> state, int nodeId)
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{
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MixRampCommand command = new MixRampCommand(previousVolume, volume, inputBufferIndex, outputBufferIndex, lastSampleIndex, state, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Generate a new <see cref="DepopForMixBuffersCommand"/>.
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/// </summary>
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/// <param name="depopBuffer">The depop buffer.</param>
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/// <param name="bufferOffset">The target buffer offset.</param>
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/// <param name="bufferCount">The buffer count.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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/// <param name="sampleRate">The target sample rate in use.</param>
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public void GenerateDepopForMixBuffersCommand(Memory<float> depopBuffer, uint bufferOffset, uint bufferCount, int nodeId, uint sampleRate)
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{
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DepopForMixBuffersCommand command = new DepopForMixBuffersCommand(depopBuffer, bufferOffset, bufferCount, nodeId, sampleRate);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Generate a new <see cref="CopyMixBufferCommand"/>.
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/// </summary>
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/// <param name="inputBufferIndex">The input buffer index.</param>
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/// <param name="outputBufferIndex">The output buffer index.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateCopyMixBuffer(uint inputBufferIndex, uint outputBufferIndex, int nodeId)
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{
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CopyMixBufferCommand command = new CopyMixBufferCommand(inputBufferIndex, outputBufferIndex, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Generate a new <see cref="MixCommand"/>.
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/// </summary>
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/// <param name="inputBufferIndex">The input buffer index.</param>
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/// <param name="outputBufferIndex">The output buffer index.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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/// <param name="volume">The mix volume.</param>
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public void GenerateMix(uint inputBufferIndex, uint outputBufferIndex, int nodeId, float volume)
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{
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MixCommand command = new MixCommand(inputBufferIndex, outputBufferIndex, nodeId, volume);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Generate a new <see cref="ReverbCommand"/>.
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/// </summary>
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/// <param name="bufferOffset">The target buffer offset.</param>
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/// <param name="parameter">The reverb parameter.</param>
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/// <param name="state">The reverb state.</param>
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/// <param name="isEnabled">Set to true if the effect should be active.</param>
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/// <param name="workBuffer">The work buffer to use for processing.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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/// <param name="isLongSizePreDelaySupported">If set to true, the long size pre-delay is supported.</param>
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public void GenerateReverbEffect(uint bufferOffset, ReverbParameter parameter, Memory<ReverbState> state, bool isEnabled, CpuAddress workBuffer, int nodeId, bool isLongSizePreDelaySupported)
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{
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if (parameter.IsChannelCountValid())
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{
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ReverbCommand command = new ReverbCommand(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId, isLongSizePreDelaySupported);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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}
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/// <summary>
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/// Generate a new <see cref="Reverb3dCommand"/>.
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/// </summary>
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/// <param name="bufferOffset">The target buffer offset.</param>
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/// <param name="parameter">The reverb 3d parameter.</param>
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/// <param name="state">The reverb 3d state.</param>
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/// <param name="isEnabled">Set to true if the effect should be active.</param>
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/// <param name="workBuffer">The work buffer to use for processing.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateReverb3dEffect(uint bufferOffset, Reverb3dParameter parameter, Memory<Reverb3dState> state, bool isEnabled, CpuAddress workBuffer, int nodeId)
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{
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if (parameter.IsChannelCountValid())
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{
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Reverb3dCommand command = new Reverb3dCommand(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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}
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/// <summary>
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/// Generate a new <see cref="DelayCommand"/>.
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/// </summary>
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/// <param name="bufferOffset">The target buffer offset.</param>
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/// <param name="parameter">The delay parameter.</param>
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/// <param name="state">The delay state.</param>
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/// <param name="isEnabled">Set to true if the effect should be active.</param>
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/// <param name="workBuffer">The work buffer to use for processing.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateDelayEffect(uint bufferOffset, DelayParameter parameter, Memory<DelayState> state, bool isEnabled, CpuAddress workBuffer, int nodeId)
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{
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if (parameter.IsChannelCountValid())
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{
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DelayCommand command = new DelayCommand(bufferOffset, parameter, state, isEnabled, workBuffer, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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}
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/// <summary>
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/// Generate a new <see cref="AuxiliaryBufferCommand"/>.
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/// </summary>
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/// <param name="bufferOffset">The target buffer offset.</param>
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/// <param name="inputBufferOffset">The input buffer offset.</param>
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/// <param name="outputBufferOffset">The output buffer offset.</param>
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/// <param name="state">The aux state.</param>
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/// <param name="isEnabled">Set to true if the effect should be active.</param>
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/// <param name="countMax">The limit of the circular buffer.</param>
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/// <param name="outputBuffer">The guest address of the output buffer.</param>
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/// <param name="inputBuffer">The guest address of the input buffer.</param>
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/// <param name="updateCount">The count to add on the offset after write/read operations.</param>
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/// <param name="writeOffset">The write offset.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateAuxEffect(uint bufferOffset, byte inputBufferOffset, byte outputBufferOffset, ref AuxiliaryBufferAddresses state, bool isEnabled, uint countMax, CpuAddress outputBuffer, CpuAddress inputBuffer, uint updateCount, uint writeOffset, int nodeId)
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{
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if (state.SendBufferInfoBase != 0 && state.ReturnBufferInfoBase != 0)
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{
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AuxiliaryBufferCommand command = new AuxiliaryBufferCommand(bufferOffset, inputBufferOffset, outputBufferOffset, ref state, isEnabled, countMax, outputBuffer, inputBuffer, updateCount, writeOffset, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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}
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/// <summary>
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/// Generate a new <see cref="VolumeCommand"/>.
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/// </summary>
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/// <param name="volume">The target volume to apply.</param>
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/// <param name="bufferOffset">The offset of the mix buffer.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateVolume(float volume, uint bufferOffset, int nodeId)
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{
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VolumeCommand command = new VolumeCommand(volume, bufferOffset, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Create a new <see cref="CircularBufferSinkCommand"/>.
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/// </summary>
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/// <param name="bufferOffset">The offset of the mix buffer.</param>
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/// <param name="sink">The <see cref="BaseSink"/> of the circular buffer.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateCircularBuffer(uint bufferOffset, CircularBufferSink sink, int nodeId)
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{
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CircularBufferSinkCommand command = new CircularBufferSinkCommand(bufferOffset, ref sink.Parameter, ref sink.CircularBufferAddressInfo, sink.CurrentWriteOffset, nodeId);
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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AddCommand(command);
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}
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/// <summary>
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/// Create a new <see cref="DownMixSurroundToStereoCommand"/>.
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/// </summary>
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/// <param name="bufferOffset">The offset of the mix buffer.</param>
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/// <param name="inputBufferOffset">The input buffer offset.</param>
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/// <param name="outputBufferOffset">The output buffer offset.</param>
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/// <param name="downMixParameter">The downmixer parameters to use.</param>
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/// <param name="nodeId">The node id associated to this command.</param>
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public void GenerateDownMixSurroundToStereo(uint bufferOffset, Span<byte> inputBufferOffset, Span<byte> outputBufferOffset, ReadOnlySpan<float> downMixParameter, int nodeId)
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|
{
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|
DownMixSurroundToStereoCommand command = new DownMixSurroundToStereoCommand(bufferOffset, inputBufferOffset, outputBufferOffset, downMixParameter, nodeId);
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|
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command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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|
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|
AddCommand(command);
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|
}
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|
|
/// <summary>
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|
/// Create a new <see cref="UpsampleCommand"/>.
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|
/// </summary>
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|
/// <param name="bufferOffset">The offset of the mix buffer.</param>
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|
/// <param name="upsampler">The <see cref="UpsamplerState"/> associated.</param>
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/// <param name="inputCount">The total input count.</param>
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/// <param name="inputBufferOffset">The input buffer mix offset.</param>
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/// <param name="bufferCountPerSample">The buffer count per sample.</param>
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|
/// <param name="sampleCount">The source sample count.</param>
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|
/// <param name="sampleRate">The source sample rate.</param>
|
|
/// <param name="nodeId">The node id associated to this command.</param>
|
|
public void GenerateUpsample(uint bufferOffset, UpsamplerState upsampler, uint inputCount, Span<byte> inputBufferOffset, uint bufferCountPerSample, uint sampleCount, uint sampleRate, int nodeId)
|
|
{
|
|
UpsampleCommand command = new UpsampleCommand(bufferOffset, upsampler, inputCount, inputBufferOffset, bufferCountPerSample, sampleCount, sampleRate, nodeId);
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|
|
|
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
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|
|
|
AddCommand(command);
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|
}
|
|
|
|
/// <summary>
|
|
/// Create a new <see cref="DeviceSinkCommand"/>.
|
|
/// </summary>
|
|
/// <param name="bufferOffset">The offset of the mix buffer.</param>
|
|
/// <param name="sink">The <see cref="BaseSink"/> of the device sink.</param>
|
|
/// <param name="sessionId">The current audio renderer session id.</param>
|
|
/// <param name="buffer">The mix buffer in use.</param>
|
|
/// <param name="nodeId">The node id associated to this command.</param>
|
|
public void GenerateDeviceSink(uint bufferOffset, DeviceSink sink, int sessionId, Memory<float> buffer, int nodeId)
|
|
{
|
|
DeviceSinkCommand command = new DeviceSinkCommand(bufferOffset, sink, sessionId, buffer, nodeId);
|
|
|
|
command.EstimatedProcessingTime = _commandProcessingTimeEstimator.Estimate(command);
|
|
|
|
AddCommand(command);
|
|
}
|
|
}
|
|
}
|