/* SPU2-X, A plugin for Emulating the Sound Processing Unit of the Playstation 2 * Developed and maintained by the Pcsx2 Development Team. * * SPU2-X is free software: you can redistribute it and/or modify it under the terms * of the GNU Lesser General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * SPU2-X is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with SPU2-X. If not, see . */ #pragma once struct StereoOut32 { static StereoOut32 Empty; s32 Left; s32 Right; StereoOut32() : Left( 0 ), Right( 0 ) { } StereoOut32( s32 left, s32 right ) : Left( left ), Right( right ) { } StereoOut32( const StereoOut16& src ); explicit StereoOut32( const StereoOutFloat& src ); StereoOut16 DownSample() const; StereoOut32 operator*( const int& factor ) const { return StereoOut32( Left * factor, Right * factor ); } StereoOut32& operator*=( const int& factor ) { Left *= factor; Right *= factor; return *this; } StereoOut32 operator+( const StereoOut32& right ) const { return StereoOut32( Left + right.Left, Right + right.Right ); } StereoOut32 operator/( int src ) const { return StereoOut32( Left / src, Right / src ); } void ResampleFrom( const StereoOut32& src ) { this->Left = src.Left << 2; this->Right = src.Right << 2; } }; extern void Mix(); extern s32 clamp_mix( s32 x, u8 bitshift=0 ); extern StereoOut32 clamp_mix( const StereoOut32& sample, u8 bitshift=0 );