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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.
127 lines
No EOL
3.8 KiB
C#
127 lines
No EOL
3.8 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.Reverb3d"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct Reverb3dParameter
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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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/// Reserved/unused.
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/// </summary>
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private uint _reserved;
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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 uint SampleRate;
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/// <summary>
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/// Gain of the room high-frequency effect.
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/// </summary>
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public float RoomHf;
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/// <summary>
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/// Reference high frequency.
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/// </summary>
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public float HfReference;
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/// <summary>
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/// Reverberation decay time at low frequencies.
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/// </summary>
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public float DecayTime;
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/// <summary>
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/// Ratio of the decay time at high frequencies to the decay time at low frequencies.
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/// </summary>
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public float HfDecayRatio;
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/// <summary>
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/// Gain of the room effect.
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/// </summary>
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public float RoomGain;
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/// <summary>
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/// Gain of the early reflections relative to <see cref="RoomGain"/>.
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/// </summary>
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public float ReflectionsGain;
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/// <summary>
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/// Gain of the late reverberation relative to <see cref="RoomGain"/>.
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/// </summary>
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public float ReverbGain;
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/// <summary>
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/// Echo density in the late reverberation decay.
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/// </summary>
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public float Diffusion;
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/// <summary>
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/// Modal density in the late reverberation decay.
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/// </summary>
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public float ReflectionDelay;
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/// <summary>
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/// Time limit between the early reflections and the late reverberation relative to the time of the first reflection.
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/// </summary>
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public float ReverbDelayTime;
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/// <summary>
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/// Modal density in the late reverberation decay.
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/// </summary>
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public float Density;
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/// <summary>
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/// The dry gain.
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/// </summary>
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public float DryGain;
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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 ParameterStatus;
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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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} |