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https://github.com/ryujinx-mirror/ryujinx.git
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122 lines
4.1 KiB
C#
122 lines
4.1 KiB
C#
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//
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// Copyright (c) 2019-2020 Ryujinx
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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//
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using Ryujinx.Audio.Renderer.Server.MemoryPool;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Server.Voice
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{
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/// <summary>
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/// A wavebuffer used for server update.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Size = 0x58, Pack = 1)]
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public struct WaveBuffer
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{
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/// <summary>
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/// The <see cref="AddressInfo"/> of the sample data of the wavebuffer.
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/// </summary>
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public AddressInfo BufferAddressInfo;
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/// <summary>
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/// The <see cref="AddressInfo"/> of the context of the wavebuffer.
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/// </summary>
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/// <remarks>Only used by <see cref="Common.SampleFormat.Adpcm"/>.</remarks>
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public AddressInfo ContextAddressInfo;
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/// <summary>
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/// First sample to play of the wavebuffer.
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/// </summary>
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public uint StartSampleOffset;
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/// <summary>
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/// Last sample to play of the wavebuffer.
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/// </summary>
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public uint EndSampleOffset;
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/// <summary>
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/// Set to true if the wavebuffer is looping.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool ShouldLoop;
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/// <summary>
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/// Set to true if the wavebuffer is the end of stream.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsEndOfStream;
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/// <summary>
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/// Set to true if the wavebuffer wasn't sent to the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool IsSendToAudioProcessor;
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/// <summary>
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/// First sample to play when looping the wavebuffer.
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/// </summary>
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public uint LoopStartSampleOffset;
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/// <summary>
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/// Last sample to play when looping the wavebuffer.
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/// </summary>
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public uint LoopEndSampleOffset;
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/// <summary>
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/// The max loop count.
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/// </summary>
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public int LoopCount;
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/// <summary>
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/// Create a new <see cref="Common.WaveBuffer"/> for use by the <see cref="Dsp.AudioProcessor"/>.
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/// </summary>
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/// <param name="version">The target version of the wavebuffer.</param>
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/// <returns>A new <see cref="Common.WaveBuffer"/> for use by the <see cref="Dsp.AudioProcessor"/>.</returns>
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public Common.WaveBuffer ToCommon(int version)
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{
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Common.WaveBuffer waveBuffer = new Common.WaveBuffer();
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waveBuffer.Buffer = BufferAddressInfo.GetReference(true);
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waveBuffer.BufferSize = (uint)BufferAddressInfo.Size;
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if (ContextAddressInfo.CpuAddress != 0)
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{
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waveBuffer.Context = ContextAddressInfo.GetReference(true);
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waveBuffer.ContextSize = (uint)ContextAddressInfo.Size;
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}
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waveBuffer.StartSampleOffset = StartSampleOffset;
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waveBuffer.EndSampleOffset = EndSampleOffset;
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waveBuffer.Looping = ShouldLoop;
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waveBuffer.IsEndOfStream = IsEndOfStream;
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if (version == 2)
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{
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waveBuffer.LoopCount = LoopCount;
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waveBuffer.LoopStartSampleOffset = LoopStartSampleOffset;
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waveBuffer.LoopEndSampleOffset = LoopEndSampleOffset;
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}
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else
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{
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waveBuffer.LoopCount = -1;
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}
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return waveBuffer;
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}
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}
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}
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