2021-05-25 17:01:09 +00:00
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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.Limiter"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct LimiterParameter
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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.
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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 look ahead max time.
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/// <remarks>This is in microseconds.</remarks>
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/// </summary>
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public int LookAheadTimeMax;
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/// <summary>
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/// The attack time.
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/// <remarks>This is in microseconds.</remarks>
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/// </summary>
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public int AttackTime;
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/// <summary>
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/// The release time.
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/// <remarks>This is in microseconds.</remarks>
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/// </summary>
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public int ReleaseTime;
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/// <summary>
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/// The look ahead time.
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/// <remarks>This is in microseconds.</remarks>
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/// </summary>
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public int LookAheadTime;
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/// <summary>
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/// The attack coefficient.
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/// </summary>
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public float AttackCoefficient;
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/// <summary>
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/// The release coefficient.
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/// </summary>
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public float ReleaseCoefficient;
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/// <summary>
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/// The threshold.
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/// </summary>
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public float Threshold;
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/// <summary>
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/// The input gain.
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/// </summary>
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public float InputGain;
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/// <summary>
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/// The output gain.
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/// </summary>
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public float OutputGain;
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/// <summary>
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/// The minimum samples stored in the delay buffer.
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/// </summary>
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public int DelayBufferSampleCountMin;
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/// <summary>
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/// The maximum samples stored in the delay buffer.
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/// </summary>
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public int DelayBufferSampleCountMax;
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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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/// Indicate if the limiter effect should output statistics.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool StatisticsEnabled;
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/// <summary>
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/// Indicate to the DSP that the user did a statistics reset.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool StatisticsReset;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private byte _reserved;
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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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2022-07-25 18:46:33 +00:00
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}
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