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.Reverb3d"/>. /// </summary> [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct Reverb3dParameter { /// <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> /// Reserved/unused. /// </summary> private uint _reserved; /// <summary> /// The target sample rate. /// </summary> /// <remarks>This is in kHz.</remarks> public uint SampleRate; /// <summary> /// Gain of the room high-frequency effect. /// </summary> public float RoomHf; /// <summary> /// Reference high frequency. /// </summary> public float HfReference; /// <summary> /// Reverberation decay time at low frequencies. /// </summary> public float DecayTime; /// <summary> /// Ratio of the decay time at high frequencies to the decay time at low frequencies. /// </summary> public float HfDecayRatio; /// <summary> /// Gain of the room effect. /// </summary> public float RoomGain; /// <summary> /// Gain of the early reflections relative to <see cref="RoomGain"/>. /// </summary> public float ReflectionsGain; /// <summary> /// Gain of the late reverberation relative to <see cref="RoomGain"/>. /// </summary> public float ReverbGain; /// <summary> /// Echo density in the late reverberation decay. /// </summary> public float Diffusion; /// <summary> /// Modal density in the late reverberation decay. /// </summary> public float ReflectionDelay; /// <summary> /// Time limit between the early reflections and the late reverberation relative to the time of the first reflection. /// </summary> public float ReverbDelayTime; /// <summary> /// Modal density in the late reverberation decay. /// </summary> public float Density; /// <summary> /// The dry gain. /// </summary> public float DryGain; /// <summary> /// The current usage status of the effect on the client side. /// </summary> public UsageState ParameterStatus; /// <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); } } }