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https://github.com/Ryujinx/Ryujinx.git
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4c2ab880ef
* Ryujinx.Audio: Remove BOM from files * misc: Relicense Ryujinx.Audio under the terms of the MIT license With the approvals of all the Ryujinx.Audio contributors, this commit changes Ryujinx.Audio license from LGPLv3 to MIT.
127 lines
3.8 KiB
C#
127 lines
3.8 KiB
C#
using Ryujinx.Audio.Renderer.Server.Effect;
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using Ryujinx.Common.Memory;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Parameter.Effect
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{
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/// <summary>
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/// <see cref="IEffectInParameter.SpecificData"/> for <see cref="Common.EffectType.Reverb3d"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct Reverb3dParameter
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{
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/// <summary>
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/// The input channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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public Array6<byte> Input;
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/// <summary>
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/// The output channel indices that will be used by the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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public Array6<byte> Output;
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/// <summary>
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/// The maximum number of channels supported.
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/// </summary>
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public ushort ChannelCountMax;
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/// <summary>
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/// The total channel count used.
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/// </summary>
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public ushort ChannelCount;
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/// <summary>
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/// Reserved/unused.
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/// </summary>
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private uint _reserved;
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/// <summary>
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/// The target sample rate.
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/// </summary>
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/// <remarks>This is in kHz.</remarks>
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public uint SampleRate;
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/// <summary>
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/// Gain of the room high-frequency effect.
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/// </summary>
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public float RoomHf;
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/// <summary>
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/// Reference high frequency.
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/// </summary>
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public float HfReference;
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/// <summary>
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/// Reverberation decay time at low frequencies.
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/// </summary>
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public float DecayTime;
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/// <summary>
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/// Ratio of the decay time at high frequencies to the decay time at low frequencies.
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/// </summary>
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public float HfDecayRatio;
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/// <summary>
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/// Gain of the room effect.
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/// </summary>
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public float RoomGain;
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/// <summary>
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/// Gain of the early reflections relative to <see cref="RoomGain"/>.
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/// </summary>
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public float ReflectionsGain;
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/// <summary>
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/// Gain of the late reverberation relative to <see cref="RoomGain"/>.
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/// </summary>
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public float ReverbGain;
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/// <summary>
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/// Echo density in the late reverberation decay.
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/// </summary>
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public float Diffusion;
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/// <summary>
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/// Modal density in the late reverberation decay.
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/// </summary>
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public float ReflectionDelay;
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/// <summary>
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/// Time limit between the early reflections and the late reverberation relative to the time of the first reflection.
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/// </summary>
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public float ReverbDelayTime;
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/// <summary>
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/// Modal density in the late reverberation decay.
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/// </summary>
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public float Density;
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/// <summary>
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/// The dry gain.
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/// </summary>
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public float DryGain;
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/// <summary>
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/// The current usage status of the effect on the client side.
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/// </summary>
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public UsageState ParameterStatus;
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/// <summary>
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/// Check if the <see cref="ChannelCount"/> is valid.
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/// </summary>
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/// <returns>Returns true if the <see cref="ChannelCount"/> is valid.</returns>
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public bool IsChannelCountValid()
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{
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return EffectInParameterVersion1.IsChannelCountValid(ChannelCount);
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}
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/// <summary>
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/// Check if the <see cref="ChannelCountMax"/> is valid.
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/// </summary>
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/// <returns>Returns true if the <see cref="ChannelCountMax"/> is valid.</returns>
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public bool IsChannelCountMaxValid()
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{
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return EffectInParameterVersion1.IsChannelCountValid(ChannelCountMax);
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}
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}
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}
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