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Move solution and projects to src
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35
src/Ryujinx.Audio/Renderer/Parameter/VoiceOutStatus.cs
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35
src/Ryujinx.Audio/Renderer/Parameter/VoiceOutStatus.cs
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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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/// Output information about a voice.
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/// </summary>
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/// <remarks>See <seealso cref="Server.StateUpdater.UpdateVoices(Server.Voice.VoiceContext, System.Memory{Server.MemoryPool.MemoryPoolState})"/></remarks>
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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public struct VoiceOutStatus
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{
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/// <summary>
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/// The total amount of samples that was played.
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/// </summary>
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/// <remarks>This is reset to 0 when a <see cref="Common.WaveBuffer"/> finishes playing and <see cref="Common.WaveBuffer.IsEndOfStream"/> is set.</remarks>
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/// <remarks>This is reset to 0 when looping while <see cref="Parameter.VoiceInParameter.DecodingBehaviour.PlayedSampleCountResetWhenLooping"/> is set.</remarks>
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public ulong PlayedSampleCount;
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/// <summary>
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/// The total amount of <see cref="WaveBuffer"/> consumed.
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/// </summary>
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public uint PlayedWaveBuffersCount;
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/// <summary>
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/// If set to true, the voice was dropped.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool VoiceDropFlag;
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/// <summary>
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/// Reserved/unused.
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/// </summary>
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private unsafe fixed byte _reserved[3];
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}
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}
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