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Ryujinx/Ryujinx.Audio.Renderer/Server/Voice/WaveBuffer.cs

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//
// Copyright (c) 2019-2021 Ryujinx
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
using Ryujinx.Audio.Renderer.Server.MemoryPool;
using System.Runtime.InteropServices;
namespace Ryujinx.Audio.Renderer.Server.Voice
{
/// <summary>
/// A wavebuffer used for server update.
/// </summary>
[StructLayout(LayoutKind.Sequential, Size = 0x58, Pack = 1)]
public struct WaveBuffer
{
/// <summary>
/// The <see cref="AddressInfo"/> of the sample data of the wavebuffer.
/// </summary>
public AddressInfo BufferAddressInfo;
/// <summary>
/// The <see cref="AddressInfo"/> of the context of the wavebuffer.
/// </summary>
/// <remarks>Only used by <see cref="Common.SampleFormat.Adpcm"/>.</remarks>
public AddressInfo ContextAddressInfo;
/// <summary>
/// First sample to play of the wavebuffer.
/// </summary>
public uint StartSampleOffset;
/// <summary>
/// Last sample to play of the wavebuffer.
/// </summary>
public uint EndSampleOffset;
/// <summary>
/// Set to true if the wavebuffer is looping.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool ShouldLoop;
/// <summary>
/// Set to true if the wavebuffer is the end of stream.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsEndOfStream;
/// <summary>
/// Set to true if the wavebuffer wasn't sent to the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool IsSendToAudioProcessor;
/// <summary>
/// First sample to play when looping the wavebuffer.
/// </summary>
public uint LoopStartSampleOffset;
/// <summary>
/// Last sample to play when looping the wavebuffer.
/// </summary>
public uint LoopEndSampleOffset;
/// <summary>
/// The max loop count.
/// </summary>
public int LoopCount;
/// <summary>
/// Create a new <see cref="Common.WaveBuffer"/> for use by the <see cref="Dsp.AudioProcessor"/>.
/// </summary>
/// <param name="version">The target version of the wavebuffer.</param>
/// <returns>A new <see cref="Common.WaveBuffer"/> for use by the <see cref="Dsp.AudioProcessor"/>.</returns>
public Common.WaveBuffer ToCommon(int version)
{
Common.WaveBuffer waveBuffer = new Common.WaveBuffer();
waveBuffer.Buffer = BufferAddressInfo.GetReference(true);
waveBuffer.BufferSize = (uint)BufferAddressInfo.Size;
if (ContextAddressInfo.CpuAddress != 0)
{
waveBuffer.Context = ContextAddressInfo.GetReference(true);
waveBuffer.ContextSize = (uint)ContextAddressInfo.Size;
}
waveBuffer.StartSampleOffset = StartSampleOffset;
waveBuffer.EndSampleOffset = EndSampleOffset;
waveBuffer.Looping = ShouldLoop;
waveBuffer.IsEndOfStream = IsEndOfStream;
if (version == 2)
{
waveBuffer.LoopCount = LoopCount;
waveBuffer.LoopStartSampleOffset = LoopStartSampleOffset;
waveBuffer.LoopEndSampleOffset = LoopEndSampleOffset;
}
else
{
waveBuffer.LoopCount = -1;
}
return waveBuffer;
}
}
}