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- //
- // Copyright (c) 2019-2021 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="IEffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Reverb3d"/>.
- /// </summary>
- [StructLayout(LayoutKind.Sequential, Pack = 1)]
- public struct Reverb3dParameter
- {
- /// <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>
- /// Reserved/unused.
- /// </summary>
- private uint _reserved;
- /// <summary>
- /// The target sample rate.
- /// </summary>
- /// <remarks>This is in kHz.</remarks>
- public uint SampleRate;
- /// <summary>
- /// Gain of the room high-frequency effect.
- /// </summary>
- public float RoomHf;
- /// <summary>
- /// Reference high frequency.
- /// </summary>
- public float HfReference;
- /// <summary>
- /// Reverberation decay time at low frequencies.
- /// </summary>
- public float DecayTime;
- /// <summary>
- /// Ratio of the decay time at high frequencies to the decay time at low frequencies.
- /// </summary>
- public float HfDecayRatio;
- /// <summary>
- /// Gain of the room effect.
- /// </summary>
- public float RoomGain;
- /// <summary>
- /// Gain of the early reflections relative to <see cref="RoomGain"/>.
- /// </summary>
- public float ReflectionsGain;
- /// <summary>
- /// Gain of the late reverberation relative to <see cref="RoomGain"/>.
- /// </summary>
- public float ReverbGain;
- /// <summary>
- /// Echo density in the late reverberation decay.
- /// </summary>
- public float Diffusion;
- /// <summary>
- /// Modal density in the late reverberation decay.
- /// </summary>
- public float ReflectionDelay;
- /// <summary>
- /// Time limit between the early reflections and the late reverberation relative to the time of the first reflection.
- /// </summary>
- public float ReverbDelayTime;
- /// <summary>
- /// Modal density in the late reverberation decay.
- /// </summary>
- public float Density;
- /// <summary>
- /// The dry gain.
- /// </summary>
- public float DryGain;
- /// <summary>
- /// The current usage status of the effect on the client side.
- /// </summary>
- public UsageState ParameterStatus;
- /// <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 EffectInParameterVersion1.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 EffectInParameterVersion1.IsChannelCountValid(ChannelCountMax);
- }
- }
- }
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