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			361 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			361 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
//
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// Copyright (c) 2019-2021 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.Common;
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using Ryujinx.Audio.Renderer.Dsp;
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using Ryujinx.Common.Memory;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Audio.Renderer.Parameter
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{
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    /// <summary>
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    /// Input information for a voice.
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    /// </summary>
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    [StructLayout(LayoutKind.Sequential, Size = 0x170, Pack = 1)]
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    public struct VoiceInParameter
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    {
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        /// <summary>
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        /// Id of the voice.
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        /// </summary>
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        public int Id;
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        /// <summary>
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        /// Node id of the voice.
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        /// </summary>
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        public int NodeId;
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        /// <summary>
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        /// Set to true if the voice is new.
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        /// </summary>
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        [MarshalAs(UnmanagedType.I1)]
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        public bool IsNew;
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        /// <summary>
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        /// Set to true if the voice is used.
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        /// </summary>
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        [MarshalAs(UnmanagedType.I1)]
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        public bool InUse;
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        /// <summary>
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        /// The voice <see cref="PlayState"/> wanted by the user.
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        /// </summary>
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        public PlayState PlayState;
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        /// <summary>
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        /// The <see cref="SampleFormat"/> of the voice.
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        /// </summary>
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        public SampleFormat SampleFormat;
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        /// <summary>
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        /// The sample rate of the voice.
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        /// </summary>
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        public uint SampleRate;
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        /// <summary>
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        /// The priority of the voice.
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        /// </summary>
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        public uint Priority;
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        /// <summary>
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        /// Target sorting position of the voice. (Used to sort voices with the same <see cref="Priority"/>)
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        /// </summary>
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        public uint SortingOrder;
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        /// <summary>
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        /// The total channel count used.
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        /// </summary>
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        public uint ChannelCount;
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        /// <summary>
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        /// The pitch used on the voice.
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        /// </summary>
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        public float Pitch;
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        /// <summary>
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        /// The output volume of the voice.
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        /// </summary>
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        public float Volume;
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        /// <summary>
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        /// Biquad filters to apply to the output of the voice.
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        /// </summary>
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        public Array2<BiquadFilterParameter> BiquadFilters;
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        /// <summary>
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        /// Total count of <see cref="WaveBufferInternal"/> of the voice.
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        /// </summary>
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        public uint WaveBuffersCount;
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        /// <summary>
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        /// Current playing <see cref="WaveBufferInternal"/> of the voice.
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        /// </summary>
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        public uint WaveBuffersIndex;
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        /// <summary>
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        /// Reserved/unused.
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        /// </summary>
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        private uint _reserved1;
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        /// <summary>
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        /// User state address required by the data source.
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        /// </summary>
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        /// <remarks>Only used for <see cref="SampleFormat.Adpcm"/> as the address of the GC-ADPCM coefficients.</remarks>
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        public ulong DataSourceStateAddress;
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        /// <summary>
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        /// User state size required by the data source.
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        /// </summary>
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        /// <remarks>Only used for <see cref="SampleFormat.Adpcm"/> as the size of the GC-ADPCM coefficients.</remarks>
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        public ulong DataSourceStateSize;
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        /// <summary>
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        /// The target mix id of the voice.
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        /// </summary>
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        public int MixId;
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        /// <summary>
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        /// The target splitter id of the voice.
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        /// </summary>
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        public uint SplitterId;
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        /// <summary>
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        /// The wavebuffer parameters of this voice.
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        /// </summary>
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        public Array4<WaveBufferInternal> WaveBuffers;
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        /// <summary>
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        /// The channel resource ids associated to the voice.
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        /// </summary>
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        public Array6<int> ChannelResourceIds;
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        /// <summary>
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        /// Reset the voice drop flag during voice server update.
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        /// </summary>
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        [MarshalAs(UnmanagedType.I1)]
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        public bool ResetVoiceDropFlag;
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        /// <summary>
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        /// Flush the amount of wavebuffer specified. This will result in the wavebuffer being skipped and marked played.
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        /// </summary>
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        /// <remarks>This was added on REV5.</remarks>
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        public byte FlushWaveBufferCount;
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        /// <summary>
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        /// Reserved/unused.
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        /// </summary>
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        private ushort _reserved2;
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        /// <summary>
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        /// Change the behaviour of the voice.
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        /// </summary>
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        /// <remarks>This was added on REV5.</remarks>
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        public DecodingBehaviour DecodingBehaviourFlags;
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        /// <summary>
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        /// Change the Sample Rate Conversion (SRC) quality of the voice.
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        /// </summary>
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        /// <remarks>This was added on REV8.</remarks>
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        public SampleRateConversionQuality SrcQuality;
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        /// <summary>
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        /// This was previously used for opus codec support on the Audio Renderer and was removed on REV3.
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        /// </summary>
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        public uint ExternalContext;
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        /// <summary>
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        /// This was previously used for opus codec support on the Audio Renderer and was removed on REV3.
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        /// </summary>
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        public uint ExternalContextSize;
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        /// <summary>
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        /// Reserved/unused.
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        /// </summary>
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        private unsafe fixed uint _reserved3[2];
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        /// <summary>
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        /// Input information for a voice wavebuffer.
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        /// </summary>
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        [StructLayout(LayoutKind.Sequential, Size = 0x38, Pack = 1)]
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        public struct WaveBufferInternal
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        {
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            /// <summary>
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            /// Address of the wavebuffer data.
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            /// </summary>
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            public ulong Address;
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            /// <summary>
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            /// Size of the wavebuffer data.
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            /// </summary>
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            public ulong Size;
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            /// <summary>
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            /// Offset of the first sample to play.
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            /// </summary>
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            public uint StartSampleOffset;
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            /// <summary>
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            /// Offset of the last sample to play.
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            /// </summary>
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            public uint EndSampleOffset;
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            /// <summary>
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            /// If set to true, the wavebuffer will loop when reaching <see cref="EndSampleOffset"/>.
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            /// </summary>
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            /// <remarks>
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            /// Starting with REV8, you can specify how many times to loop the wavebuffer (<see cref="LoopCount"/>) and where it should start and end when looping (<see cref="LoopFirstSampleOffset"/> and <see cref="LoopLastSampleOffset"/>)
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            /// </remarks>
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            [MarshalAs(UnmanagedType.I1)]
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            public bool ShouldLoop;
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            /// <summary>
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            /// Indicates that this is the last wavebuffer to play of the voice.
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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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            /// Indicates if the server should update its internal state.
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            /// </summary>
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            [MarshalAs(UnmanagedType.I1)]
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            public bool SentToServer;
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            /// <summary>
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            /// Reserved/unused.
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            /// </summary>
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            private byte _reserved;
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            /// <summary>
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            /// If set to anything other than 0, specifies how many times to loop the wavebuffer.
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            /// </summary>
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            /// <remarks>This was added in REV8.</remarks>
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            public int LoopCount;
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            /// <summary>
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            /// Address of the context used by the sample decoder.
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            /// </summary>
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            /// <remarks>This is only currently used by <see cref="SampleFormat.Adpcm"/>.</remarks>
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            public ulong ContextAddress;
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            /// <summary>
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            /// Size of the context used by the sample decoder.
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            /// </summary>
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            /// <remarks>This is only currently used by <see cref="SampleFormat.Adpcm"/>.</remarks>
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            public ulong ContextSize;
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            /// <summary>
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            /// If set to anything other than 0, specifies the offset of the first sample to play when looping.
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            /// </summary>
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            /// <remarks>This was added in REV8.</remarks>
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            public uint LoopFirstSampleOffset;
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            /// <summary>
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            /// If set to anything other than 0, specifies the offset of the last sample to play when looping.
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            /// </summary>
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            /// <remarks>This was added in REV8.</remarks>
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            public uint LoopLastSampleOffset;
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            /// <summary>
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            /// Check if the sample offsets are in a valid range for generic PCM.
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            /// </summary>
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            /// <typeparam name="T">The PCM sample type</typeparam>
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            /// <returns>Returns true if the sample offset are in range of the size.</returns>
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            [MethodImpl(MethodImplOptions.AggressiveInlining)]
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            private bool IsSampleOffsetInRangeForPcm<T>() where T : unmanaged
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            {
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                uint dataTypeSize = (uint)Unsafe.SizeOf<T>();
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                return StartSampleOffset * dataTypeSize <= Size &&
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                       EndSampleOffset * dataTypeSize <= Size;
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            }
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            /// <summary>
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            /// Check if the sample offsets are in a valid range for the given <see cref="SampleFormat"/>.
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            /// </summary>
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            /// <param name="format">The target <see cref="SampleFormat"/></param>
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            /// <returns>Returns true if the sample offset are in range of the size.</returns>
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            public bool IsSampleOffsetValid(SampleFormat format)
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            {
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                bool result;
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                switch (format)
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                {
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                    case SampleFormat.PcmInt16:
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                        result = IsSampleOffsetInRangeForPcm<ushort>();
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                        break;
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                    case SampleFormat.PcmFloat:
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                        result = IsSampleOffsetInRangeForPcm<float>();
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                        break;
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                    case SampleFormat.Adpcm:
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                        result = AdpcmHelper.GetAdpcmDataSize((int)StartSampleOffset) <= Size &&
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                                 AdpcmHelper.GetAdpcmDataSize((int)EndSampleOffset) <= Size;
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                        break;
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                    default:
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                        throw new NotImplementedException($"{format} not implemented!");
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                }
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                return result;
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            }
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        }
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        /// <summary>
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        /// Flag altering the behaviour of wavebuffer decoding.
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        /// </summary>
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        [Flags]
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        public enum DecodingBehaviour : ushort
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        {
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            /// <summary>
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            /// Default decoding behaviour.
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            /// </summary>
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            Default = 0,
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            /// <summary>
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            /// Reset the played samples accumulator when looping.
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            /// </summary>
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            PlayedSampleCountResetWhenLooping = 1,
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            /// <summary>
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            /// Skip pitch and Sample Rate Conversion (SRC).
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            /// </summary>
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            SkipPitchAndSampleRateConversion = 2
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        }
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        /// <summary>
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        /// Specify the quality to use during Sample Rate Conversion (SRC) and pitch handling.
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        /// </summary>
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        /// <remarks>This was added in REV8.</remarks>
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        public enum SampleRateConversionQuality : byte
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        {
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            /// <summary>
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            /// Resample interpolating 4 samples per output sample.
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            /// </summary>
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            Default,
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            /// <summary>
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            /// Resample interpolating 8 samples per output sample.
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            /// </summary>
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            High,
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            /// <summary>
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            /// Resample interpolating 1 samples per output sample.
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            /// </summary>
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            Low
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        }
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    }
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}
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