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Move solution and projects to src
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using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Renderer.Common;
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using Ryujinx.Common.Memory;
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using System.Runtime.InteropServices;
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using CpuAddress = System.UInt64;
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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="SinkType.CircularBuffer"/>.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct CircularBufferParameter
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{
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/// <summary>
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/// The CPU address of the user circular buffer.
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/// </summary>
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public CpuAddress BufferAddress;
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/// <summary>
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/// The size of the user circular buffer.
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/// </summary>
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public uint BufferSize;
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/// <summary>
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/// The total count of channels to output to the circular buffer.
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/// </summary>
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public uint InputCount;
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/// <summary>
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/// The target sample count to output per update in the circular buffer.
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/// </summary>
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public uint SampleCount;
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/// <summary>
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/// Last read offset on the CPU side.
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/// </summary>
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public uint LastReadOffset;
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/// <summary>
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/// The target <see cref="SampleFormat"/>.
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/// </summary>
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/// <remarks>Only <see cref="SampleFormat.PcmInt16"/> is supported.</remarks>
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public SampleFormat SampleFormat;
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/// <summary>
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/// Reserved/padding.
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/// </summary>
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private unsafe fixed byte _reserved1[3];
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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 ushort _reserved2;
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}
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}
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