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https://github.com/Ryujinx/Ryujinx.git
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f3b0b4831c
* amadeus: Update to REV9 This implements all the changes made with REV9 on 12.0.0. * Address Ac_k's comments
119 lines
3.6 KiB
C#
119 lines
3.6 KiB
C#
//
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// Copyright (c) 2019-2021 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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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.Delay"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct DelayParameter
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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 maximum delay time in milliseconds.
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/// </summary>
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public uint DelayTimeMax;
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/// <summary>
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/// The delay time in milliseconds.
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/// </summary>
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public uint DelayTime;
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/// <summary>
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/// The target sample rate. (Q15)
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// The input gain. (Q15)
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/// </summary>
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public uint InGain;
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/// <summary>
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/// The feedback gain. (Q15)
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/// </summary>
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public uint FeedbackGain;
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/// <summary>
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/// The output gain. (Q15)
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/// </summary>
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public uint OutGain;
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/// <summary>
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/// The dry gain. (Q15)
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/// </summary>
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public uint DryGain;
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/// <summary>
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/// The channel spread of the <see cref="FeedbackGain"/>. (Q15)
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/// </summary>
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public uint ChannelSpread;
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/// <summary>
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/// The low pass amount. (Q15)
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/// </summary>
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public uint LowPassAmount;
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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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}
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