1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-11-15 07:06:40 +00:00
Ryujinx/Ryujinx.Audio/Renderer/Server/Sink/SinkContext.cs

74 lines
2.2 KiB
C#
Raw Normal View History

//
// 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 System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Sink
{
/// <summary>
/// Sink context.
/// </summary>
public class SinkContext
{
/// <summary>
/// Storage for <see cref="BaseSink"/>.
/// </summary>
private BaseSink[] _sinks;
/// <summary>
/// The total sink count.
/// </summary>
private uint _sinkCount;
/// <summary>
/// Initialize the <see cref="SinkContext"/>.
/// </summary>
/// <param name="sinksCount">The total sink count.</param>
public void Initialize(uint sinksCount)
{
_sinkCount = sinksCount;
_sinks = new BaseSink[_sinkCount];
for (int i = 0; i < _sinkCount; i++)
{
_sinks[i] = new BaseSink();
}
}
/// <summary>
/// Get the total sink count.
/// </summary>
/// <returns>The total sink count.</returns>
public uint GetCount()
{
return _sinkCount;
}
/// <summary>
/// Get a reference to a <see cref="BaseSink"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="BaseSink"/> at the given <paramref name="id"/>.</returns>
public ref BaseSink GetSink(int id)
{
Debug.Assert(id >= 0 && id < _sinkCount);
return ref _sinks[id];
}
}
}