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.
59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
using Ryujinx.Common.Memory;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Parameter.Sink
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{
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/// <summary>
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/// <see cref="SinkInParameter.SpecificData"/> for <see cref="Common.SinkType.Device"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct DeviceParameter
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{
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/// <summary>
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/// Device name storage.
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/// </summary>
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private DeviceNameStruct _deviceName;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private byte _padding;
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/// <summary>
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/// The total count of channels to output to the device.
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/// </summary>
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public uint InputCount;
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/// <summary>
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/// The input channels index that will be used.
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/// </summary>
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public Array6<byte> Input;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private byte _reserved;
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/// <summary>
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/// Set to true if the user controls Surround to Stereo downmixing coefficients.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool DownMixParameterEnabled;
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/// <summary>
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/// The user Surround to Stereo downmixing coefficients.
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/// </summary>
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public Array4<float> DownMixParameter;
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[StructLayout(LayoutKind.Sequential, Size = 0xFF, Pack = 1)]
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private struct DeviceNameStruct { }
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/// <summary>
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/// The output device name.
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/// </summary>
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public Span<byte> DeviceName => SpanHelpers.AsSpan<DeviceNameStruct, byte>(ref _deviceName);
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}
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}
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