ryujinx/Ryujinx.Audio.Renderer/Parameter/AudioRendererConfiguration.cs

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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.Types;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Parameter
{
/// <summary>
/// Audio Renderer user configuration.
/// </summary>
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct AudioRendererConfiguration
{
/// <summary>
/// The target sample rate of the user.
/// </summary>
/// <remarks>Only 32000Hz and 48000Hz are considered valid, other sample rates will cause undefined behaviour.</remarks>
public uint SampleRate;
/// <summary>
/// The target sample count per <see cref="Dsp.AudioProcessor"/> updates.
/// </summary>
public uint SampleCount;
/// <summary>
/// The maximum mix buffer count.
/// </summary>
public uint MixBufferCount;
/// <summary>
/// The maximum amount of sub mixes that could be used by the user.
/// </summary>
public uint SubMixBufferCount;
/// <summary>
/// The maximum amount of voices that could be used by the user.
/// </summary>
public uint VoiceCount;
/// <summary>
/// The maximum amount of sinks that could be used by the user.
/// </summary>
public uint SinkCount;
/// <summary>
/// The maximum amount of effects that could be used by the user.
/// </summary>
public uint EffectCount;
/// <summary>
/// The maximum amount of performance metric frames that could be used by the user.
/// </summary>
public uint PerformanceMetricFramesCount;
/// <summary>
/// Set to true if the user allows the <see cref="Server.AudioRenderSystem"/> to drop voices.
/// </summary>
/// <seealso cref="Server.AudioRenderSystem.ComputeVoiceDrop(Server.CommandBuffer, long, long)"/>
[MarshalAs(UnmanagedType.I1)]
public bool VoiceDropEnabled;
/// <summary>
/// Reserved/unused
/// </summary>
private byte _reserved;
/// <summary>
/// The target rendering device.
/// </summary>
/// <remarks>Must be <see cref="AudioRendererRenderingDevice.Dsp"/></remarks>
public AudioRendererRenderingDevice RenderingDevice;
/// <summary>
/// The target execution mode.
/// </summary>
/// <remarks>Must be <see cref="AudioRendererExecutionMode.Auto"/></remarks>
public AudioRendererExecutionMode ExecutionMode;
/// <summary>
/// The maximum amount of splitters that could be used by the user.
/// </summary>
public uint SplitterCount;
/// <summary>
/// The maximum amount of splitters destinations that could be used by the user.
/// </summary>
public uint SplitterDestinationCount;
/// <summary>
/// The size of the external context.
/// </summary>
/// <remarks>This is a leftover of the old "codec" interface system that was present between 1.0.0 and 3.0.0. This was entirely removed from the server side with REV8.</remarks>
public uint ExternalContextSize;
/// <summary>
/// The user audio revision
/// </summary>
/// <seealso cref="Server.BehaviourContext"/>
public int Revision;
}
}