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Ryujinx/Ryujinx.Audio/Renderer/Server/RendererSystemContext.cs
Mary-nyan 1825bd87b4
misc: Reformat Ryujinx.Audio with dotnet-format (#3485)
This is the first commit of a series of reformat around the codebase as
discussed internally some weeks ago.

This project being one that isn't touched that much, it shouldn't cause
conflict with any opened PRs.
2022-07-25 15:46:33 -03:00

48 lines
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1.7 KiB
C#

using Ryujinx.Audio.Renderer.Server.Upsampler;
using System;
namespace Ryujinx.Audio.Renderer.Server
{
/// <summary>
/// Represents a lite version of <see cref="AudioRenderSystem"/> used by the <see cref="Dsp.AudioProcessor"/>
/// </summary>
/// <remarks>
/// This also allows to reduce dependencies on the <see cref="AudioRenderSystem"/> for unit testing.
/// </remarks>
public sealed class RendererSystemContext
{
/// <summary>
/// The session id of the current renderer.
/// </summary>
public int SessionId;
/// <summary>
/// The target channel count for sink.
/// </summary>
/// <remarks>See <see cref="CommandGenerator.GenerateDevice(Sink.DeviceSink, ref Mix.MixState)"/> for usage.</remarks>
public uint ChannelCount;
/// <summary>
/// The total count of mix buffer.
/// </summary>
public uint MixBufferCount;
/// <summary>
/// Instance of the <see cref="BehaviourContext"/> used to derive bug fixes and features of the current audio renderer revision.
/// </summary>
public BehaviourContext BehaviourContext;
/// <summary>
/// Instance of the <see cref="UpsamplerManager"/> used for upsampling (see <see cref="UpsamplerState"/>)
/// </summary>
public UpsamplerManager UpsamplerManager;
/// <summary>
/// The memory to use for depop processing.
/// </summary>
/// <remarks>
/// See <see cref="Dsp.Command.DepopForMixBuffersCommand"/> and <see cref="Dsp.Command.DepopPrepareCommand"/>
/// </remarks>
public Memory<float> DepopBuffer;
}
}