Move solution and projects to src
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using Ryujinx.Audio.Backends.Common;
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using Ryujinx.Audio.Common;
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using Ryujinx.Audio.Integration;
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using Ryujinx.Memory;
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using System.Threading;
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namespace Ryujinx.Audio.Backends.Dummy
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{
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internal class DummyHardwareDeviceSessionOutput : HardwareDeviceSessionOutputBase
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{
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private float _volume;
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private IHardwareDeviceDriver _manager;
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private ulong _playedSampleCount;
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public DummyHardwareDeviceSessionOutput(IHardwareDeviceDriver manager, IVirtualMemoryManager memoryManager, SampleFormat requestedSampleFormat, uint requestedSampleRate, uint requestedChannelCount, float requestedVolume) : base(memoryManager, requestedSampleFormat, requestedSampleRate, requestedChannelCount)
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{
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_volume = requestedVolume;
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_manager = manager;
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}
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public override void Dispose()
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{
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// Nothing to do.
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}
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public override ulong GetPlayedSampleCount()
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{
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return Interlocked.Read(ref _playedSampleCount);
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}
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public override float GetVolume()
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{
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return _volume;
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}
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public override void PrepareToClose() { }
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public override void QueueBuffer(AudioBuffer buffer)
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{
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Interlocked.Add(ref _playedSampleCount, GetSampleCount(buffer));
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_manager.GetUpdateRequiredEvent().Set();
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}
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public override void SetVolume(float volume)
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{
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_volume = volume;
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}
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public override void Start() { }
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public override void Stop() { }
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public override void UnregisterBuffer(AudioBuffer buffer) { }
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public override bool WasBufferFullyConsumed(AudioBuffer buffer)
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{
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return true;
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}
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}
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}
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