using Ryujinx.Audio.Renderer.Parameter.Effect; using System; namespace Ryujinx.Audio.Renderer.Dsp.State { public class LimiterState { public float[] DectectorAverage; public float[] CompressionGain; public float[] DelayedSampleBuffer; public int[] DelayedSampleBufferPosition; public LimiterState(ref LimiterParameter parameter, ulong workBuffer) { DectectorAverage = new float[parameter.ChannelCount]; CompressionGain = new float[parameter.ChannelCount]; DelayedSampleBuffer = new float[parameter.ChannelCount * parameter.DelayBufferSampleCountMax]; DelayedSampleBufferPosition = new int[parameter.ChannelCount]; DectectorAverage.AsSpan().Fill(0.0f); CompressionGain.AsSpan().Fill(1.0f); DelayedSampleBufferPosition.AsSpan().Fill(0); DelayedSampleBuffer.AsSpan().Fill(0.0f); UpdateParameter(ref parameter); } public void UpdateParameter(ref LimiterParameter parameter) { } } }