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Ryujinx/Ryujinx.Audio/Renderer/Server/Sink/SinkContext.cs

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using System.Diagnostics;
namespace Ryujinx.Audio.Renderer.Server.Sink
{
/// <summary>
/// Sink context.
/// </summary>
public class SinkContext
{
/// <summary>
/// Storage for <see cref="BaseSink"/>.
/// </summary>
private BaseSink[] _sinks;
/// <summary>
/// The total sink count.
/// </summary>
private uint _sinkCount;
/// <summary>
/// Initialize the <see cref="SinkContext"/>.
/// </summary>
/// <param name="sinksCount">The total sink count.</param>
public void Initialize(uint sinksCount)
{
_sinkCount = sinksCount;
_sinks = new BaseSink[_sinkCount];
for (int i = 0; i < _sinkCount; i++)
{
_sinks[i] = new BaseSink();
}
}
/// <summary>
/// Get the total sink count.
/// </summary>
/// <returns>The total sink count.</returns>
public uint GetCount()
{
return _sinkCount;
}
/// <summary>
/// Get a reference to a <see cref="BaseSink"/> at the given <paramref name="id"/>.
/// </summary>
/// <param name="id">The index to use.</param>
/// <returns>A reference to a <see cref="BaseSink"/> at the given <paramref name="id"/>.</returns>
public ref BaseSink GetSink(int id)
{
Debug.Assert(id >= 0 && id < _sinkCount);
return ref _sinks[id];
}
}
}