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https://github.com/ryujinx-mirror/ryujinx.git
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1825bd87b4
This is the first commit of a series of reformat around the codebase as discussed internally some weeks ago. This project being one that isn't touched that much, it shouldn't cause conflict with any opened PRs.
104 lines
3.8 KiB
C#
104 lines
3.8 KiB
C#
using Ryujinx.Audio.Renderer.Dsp.State;
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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.Common
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{
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/// <summary>
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/// Represent the update state of a voice.
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/// </summary>
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/// <remarks>This is shared between the server and audio processor.</remarks>
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[StructLayout(LayoutKind.Sequential, Pack = Align)]
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public struct VoiceUpdateState
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{
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public const int Align = 0x10;
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public const int BiquadStateOffset = 0x0;
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public const int BiquadStateSize = 0x10;
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/// <summary>
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/// The state of the biquad filters of this voice.
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/// </summary>
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public Array2<BiquadFilterState> BiquadFilterState;
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/// <summary>
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/// The total amount of samples that was played.
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/// </summary>
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/// <remarks>This is reset to 0 when a <see cref="WaveBuffer"/> finishes playing and <see cref="WaveBuffer.IsEndOfStream"/> is set.</remarks>
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/// <remarks>This is reset to 0 when looping while <see cref="Parameter.VoiceInParameter.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks>
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public ulong PlayedSampleCount;
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/// <summary>
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/// The current sample offset in the <see cref="WaveBuffer"/> pointed by <see cref="WaveBufferIndex"/>.
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/// </summary>
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public int Offset;
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/// <summary>
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/// The current index of the <see cref="WaveBuffer"/> in use.
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/// </summary>
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public uint WaveBufferIndex;
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private WaveBufferValidArray _isWaveBufferValid;
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/// <summary>
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/// The total amount of <see cref="WaveBuffer"/> consumed.
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/// </summary>
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public uint WaveBufferConsumed;
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/// <summary>
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/// Pitch used for Sample Rate Conversion.
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/// </summary>
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public Array8<short> Pitch;
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public float Fraction;
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/// <summary>
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/// The ADPCM loop context when <see cref="SampleFormat.Adpcm"/> is in use.
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/// </summary>
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public AdpcmLoopContext LoopContext;
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/// <summary>
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/// The last samples after a mix ramp.
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/// </summary>
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/// <remarks>This is used for depop (to perform voice drop).</remarks>
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public Array24<float> LastSamples;
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/// <summary>
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/// The current count of loop performed.
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/// </summary>
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public int LoopCount;
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[StructLayout(LayoutKind.Sequential, Size = 1 * Constants.VoiceWaveBufferCount, Pack = 1)]
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private struct WaveBufferValidArray { }
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/// <summary>
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/// Contains information of <see cref="WaveBuffer"/> validity.
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/// </summary>
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public Span<bool> IsWaveBufferValid => SpanHelpers.AsSpan<WaveBufferValidArray, bool>(ref _isWaveBufferValid);
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/// <summary>
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/// Mark the current <see cref="WaveBuffer"/> as played and switch to the next one.
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/// </summary>
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/// <param name="waveBuffer">The current <see cref="WaveBuffer"/></param>
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/// <param name="waveBufferIndex">The wavebuffer index.</param>
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/// <param name="waveBufferConsumed">The amount of wavebuffers consumed.</param>
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/// <param name="playedSampleCount">The total count of sample played.</param>
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public void MarkEndOfBufferWaveBufferProcessing(ref WaveBuffer waveBuffer, ref int waveBufferIndex, ref uint waveBufferConsumed, ref ulong playedSampleCount)
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{
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IsWaveBufferValid[waveBufferIndex++] = false;
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LoopCount = 0;
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waveBufferConsumed++;
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if (waveBufferIndex >= Constants.VoiceWaveBufferCount)
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{
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waveBufferIndex = 0;
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}
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if (waveBuffer.IsEndOfStream)
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{
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playedSampleCount = 0;
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}
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}
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}
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} |