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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.
119 lines
No EOL
3.5 KiB
C#
119 lines
No EOL
3.5 KiB
C#
using Ryujinx.Audio.Renderer.Common;
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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.Reverb"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct ReverbParameter
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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. (Q15)
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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 early mode to use.
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/// </summary>
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public ReverbEarlyMode EarlyMode;
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/// <summary>
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/// The gain to apply to the result of the early reflection. (Q15)
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/// </summary>
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public int EarlyGain;
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/// <summary>
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/// The pre-delay time in milliseconds. (Q15)
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/// </summary>
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public int PreDelayTime;
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/// <summary>
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/// The late mode to use.
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/// </summary>
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public ReverbLateMode LateMode;
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/// <summary>
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/// The gain to apply to the result of the late reflection. (Q15)
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/// </summary>
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public int LateGain;
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/// <summary>
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/// The decay time. (Q15)
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/// </summary>
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public int DecayTime;
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/// <summary>
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/// The high frequency decay ratio. (Q15)
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/// </summary>
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/// <remarks>If <see cref="HighFrequencyDecayRatio"/> >= 0.995f, it is considered disabled.</remarks>
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public int HighFrequencyDecayRatio;
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/// <summary>
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/// The coloration of the decay. (Q15)
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/// </summary>
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public int Coloration;
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/// <summary>
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/// The reverb gain. (Q15)
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/// </summary>
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public int ReverbGain;
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/// <summary>
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/// The output gain. (Q15)
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/// </summary>
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public int OutGain;
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/// <summary>
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/// The dry gain. (Q15)
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/// </summary>
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public int 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 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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} |