// // Copyright (c) 2019-2020 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 System.Runtime.InteropServices; namespace Ryujinx.Audio.Renderer.Parameter { /// <summary> /// Output information about a voice. /// </summary> /// <remarks>See <seealso cref="Server.StateUpdater.UpdateVoices(Server.Voice.VoiceContext, System.Memory{Server.MemoryPool.MemoryPoolState})"/></remarks> [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct VoiceOutStatus { /// <summary> /// The total amount of samples that was played. /// </summary> /// <remarks>This is reset to 0 when a <see cref="Common.WaveBuffer"/> finishes playing and <see cref="Common.WaveBuffer.IsEndOfStream"/> is set.</remarks> /// <remarks>This is reset to 0 when looping while <see cref="Parameter.VoiceInParameter.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks> public ulong PlayedSampleCount; /// <summary> /// The total amount of <see cref="WaveBuffer"/> consumed. /// </summary> public uint PlayedWaveBuffersCount; /// <summary> /// If set to true, the voice was dropped. /// </summary> [MarshalAs(UnmanagedType.I1)] public bool VoiceDropFlag; /// <summary> /// Reserved/unused. /// </summary> private unsafe fixed byte _reserved[3]; } }