Ryujinx/Ryujinx.Audio.Backends.SoundIo/Native/SoundIoDeviceContext.cs
Mary-nyan 403e67d983
audio: Rewrite SoundIo bindings (#4088)
* audio: Rewrite SoundIo bindings

This rewrite SoundIo bindings to be safer and not a pedantic autogenerated mess.

* Address comments

* Switch DllImport to LibraryImport

* Address gdkchan's comment
2022-12-11 00:57:01 +01:00

49 lines
1.4 KiB
C#

using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using static Ryujinx.Audio.Backends.SoundIo.Native.SoundIo;
namespace Ryujinx.Audio.Backends.SoundIo.Native
{
public class SoundIoDeviceContext
{
private readonly IntPtr _context;
public IntPtr Context => _context;
internal SoundIoDeviceContext(IntPtr context)
{
_context = context;
}
private ref SoundIoDevice GetDeviceContext()
{
unsafe
{
return ref Unsafe.AsRef<SoundIoDevice>((SoundIoDevice*)_context);
}
}
public bool IsRaw => GetDeviceContext().IsRaw;
public string Id => Marshal.PtrToStringAnsi(GetDeviceContext().Id);
public bool SupportsSampleRate(int sampleRate) => soundio_device_supports_sample_rate(_context, sampleRate);
public bool SupportsFormat(SoundIoFormat format) => soundio_device_supports_format(_context, format);
public bool SupportsChannelCount(int channelCount) => soundio_device_supports_layout(_context, SoundIoChannelLayout.GetDefault(channelCount));
public SoundIoOutStreamContext CreateOutStream()
{
IntPtr context = soundio_outstream_create(_context);
if (context == IntPtr.Zero)
{
return null;
}
return new SoundIoOutStreamContext(context);
}
}
}