using Ryujinx.Common.Utilities; using System; using System.Runtime.InteropServices; namespace Ryujinx.Audio.Renderer.Parameter { /// <summary> /// Effect result state (added in REV9). /// </summary> [StructLayout(LayoutKind.Sequential, Pack = 1)] public struct EffectResultState { /// <summary> /// Specific data storage. /// </summary> private SpecificDataStruct _specificDataStart; [StructLayout(LayoutKind.Sequential, Size = 0x80, Pack = 1)] private struct SpecificDataStruct { } /// <summary> /// Specific data changing depending of the type of effect. See also the <see cref="Effect"/> namespace. /// </summary> public Span<byte> SpecificData => SpanHelpers.AsSpan<SpecificDataStruct, byte>(ref _specificDataStart); } }