Move solution and projects to src
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using Ryujinx.Audio.Renderer.Server.Upsampler;
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using System;
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namespace Ryujinx.Audio.Renderer.Server
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{
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/// <summary>
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/// Represents a lite version of <see cref="AudioRenderSystem"/> used by the <see cref="Dsp.AudioProcessor"/>
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/// </summary>
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/// <remarks>
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/// This also allows to reduce dependencies on the <see cref="AudioRenderSystem"/> for unit testing.
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/// </remarks>
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public sealed class RendererSystemContext
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{
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/// <summary>
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/// The session id of the current renderer.
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/// </summary>
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public int SessionId;
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/// <summary>
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/// The target channel count for sink.
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/// </summary>
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/// <remarks>See <see cref="CommandGenerator.GenerateDevice(Sink.DeviceSink, ref Mix.MixState)"/> for usage.</remarks>
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public uint ChannelCount;
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/// <summary>
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/// The total count of mix buffer.
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/// </summary>
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public uint MixBufferCount;
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/// <summary>
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/// Instance of the <see cref="BehaviourContext"/> used to derive bug fixes and features of the current audio renderer revision.
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/// </summary>
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public BehaviourContext BehaviourContext;
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/// <summary>
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/// Instance of the <see cref="UpsamplerManager"/> used for upsampling (see <see cref="UpsamplerState"/>)
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/// </summary>
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public UpsamplerManager UpsamplerManager;
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/// <summary>
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/// The memory to use for depop processing.
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/// </summary>
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/// <remarks>
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/// See <see cref="Dsp.Command.DepopForMixBuffersCommand"/> and <see cref="Dsp.Command.DepopPrepareCommand"/>
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/// </remarks>
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public Memory<float> DepopBuffer;
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}
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}
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