using Ryujinx.Audio.Renderer.Server.Effect; using Ryujinx.Common.Memory; using System.Runtime.InteropServices; namespace Ryujinx.Audio.Renderer.Parameter.Effect { /// <summary> /// <see cref="IEffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Delay"/>. /// </summary> [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct DelayParameter { /// <summary> /// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>. /// </summary> public Array6<byte> Input; /// <summary> /// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>. /// </summary> public Array6<byte> Output; /// <summary> /// The maximum number of channels supported. /// </summary> public ushort ChannelCountMax; /// <summary> /// The total channel count used. /// </summary> public ushort ChannelCount; /// <summary> /// The maximum delay time in milliseconds. /// </summary> public uint DelayTimeMax; /// <summary> /// The delay time in milliseconds. /// </summary> public uint DelayTime; /// <summary> /// The target sample rate. (Q15) /// </summary> public uint SampleRate; /// <summary> /// The input gain. (Q15) /// </summary> public uint InGain; /// <summary> /// The feedback gain. (Q15) /// </summary> public uint FeedbackGain; /// <summary> /// The output gain. (Q15) /// </summary> public uint OutGain; /// <summary> /// The dry gain. (Q15) /// </summary> public uint DryGain; /// <summary> /// The channel spread of the <see cref="FeedbackGain"/>. (Q15) /// </summary> public uint ChannelSpread; /// <summary> /// The low pass amount. (Q15) /// </summary> public uint LowPassAmount; /// <summary> /// The current usage status of the effect on the client side. /// </summary> public UsageState Status; /// <summary> /// Check if the <see cref="ChannelCount"/> is valid. /// </summary> /// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns> public bool IsChannelCountValid() { return EffectInParameterVersion1.IsChannelCountValid(ChannelCount); } /// <summary> /// Check if the <see cref="ChannelCountMax"/> is valid. /// </summary> /// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns> public bool IsChannelCountMaxValid() { return EffectInParameterVersion1.IsChannelCountValid(ChannelCountMax); } } }