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- //
- // Copyright (c) 2019-2020 Ryujinx
- //
- // This program is free software: you can redistribute it and/or modify
- // it under the terms of the GNU Lesser General Public License as published by
- // the Free Software Foundation, either version 3 of the License, or
- // (at your option) any later version.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU Lesser General Public License for more details.
- //
- // You should have received a copy of the GNU Lesser General Public License
- // along with this program. If not, see <https://www.gnu.org/licenses/>.
- //
- using Ryujinx.Audio.Renderer.Server.Effect;
- using Ryujinx.Common.Memory;
- using System.Runtime.InteropServices;
- namespace Ryujinx.Audio.Renderer.Parameter.Effect
- {
- /// <summary>
- /// <see cref="EffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Delay"/>.
- /// </summary>
- [StructLayout(LayoutKind.Sequential, Pack = 1)]
- public struct DelayParameter
- {
- /// <summary>
- /// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
- /// </summary>
- public Array6<byte> Input;
- /// <summary>
- /// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
- /// </summary>
- public Array6<byte> Output;
- /// <summary>
- /// The maximum number of channels supported.
- /// </summary>
- public ushort ChannelCountMax;
- /// <summary>
- /// The total channel count used.
- /// </summary>
- public ushort ChannelCount;
- /// <summary>
- /// The maximum delay time in milliseconds.
- /// </summary>
- public uint DelayTimeMax;
- /// <summary>
- /// The delay time in milliseconds.
- /// </summary>
- public uint DelayTime;
- /// <summary>
- /// The target sample rate. (Q15)
- /// </summary>
- public uint SampleRate;
- /// <summary>
- /// The input gain. (Q15)
- /// </summary>
- public uint InGain;
- /// <summary>
- /// The feedback gain. (Q15)
- /// </summary>
- public uint FeedbackGain;
- /// <summary>
- /// The output gain. (Q15)
- /// </summary>
- public uint OutGain;
- /// <summary>
- /// The dry gain. (Q15)
- /// </summary>
- public uint DryGain;
- /// <summary>
- /// The channel spread of the <see cref="FeedbackGain"/>. (Q15)
- /// </summary>
- public uint ChannelSpread;
- /// <summary>
- /// The low pass amount. (Q15)
- /// </summary>
- public uint LowPassAmount;
- /// <summary>
- /// The current usage status of the effect on the client side.
- /// </summary>
- public UsageState Status;
- /// <summary>
- /// Check if the <see cref="ChannelCount"/> is valid.
- /// </summary>
- /// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns>
- public bool IsChannelCountValid()
- {
- return EffectInParameter.IsChannelCountValid(ChannelCount);
- }
- /// <summary>
- /// Check if the <see cref="ChannelCountMax"/> is valid.
- /// </summary>
- /// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns>
- public bool IsChannelCountMaxValid()
- {
- return EffectInParameter.IsChannelCountValid(ChannelCountMax);
- }
- }
- }
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