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+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include "audio_core/adsp/apps/audio_renderer/audio_renderer.h"
+#include "common/common_types.h"
+
+namespace Core {
+class System;
+} // namespace Core
+
+namespace AudioCore {
+namespace Sink {
+class Sink;
+}
+
+namespace ADSP {
+
+/**
+ * Represents the ADSP embedded within the audio sysmodule.
+ * This is a 32-bit Linux4Tegra kernel from nVidia, which is launched with the sysmodule on boot.
+ *
+ * The kernel will run the apps you write for it, Nintendo have the following:
+ *
+ * Gmix - Responsible for mixing final audio and sending it out to hardware. This is last place all
+ * audio samples end up, and we skip it entirely, since we have very different backends and
+ * mixing is implicitly handled by the OS (but also due to lack of research/simplicity).
+ *
+ * AudioRenderer - Receives command lists generated by the audio render
+ * system on the host, processes them, and sends the samples to Gmix.
+ *
+ * OpusDecoder - Contains libopus, and decodes Opus audio packets into raw pcm data.
+ *
+ * Communication between the host and ADSP is done through mailboxes, and mapping of shared memory.
+ */
+class ADSP {
+public:
+ explicit ADSP(Core::System& system, Sink::Sink& sink);
+ ~ADSP() = default;
+
+ AudioRenderer::AudioRenderer& AudioRenderer();
+
+private:
+ /// AudioRenderer app
+ std::unique_ptr<AudioRenderer::AudioRenderer> audio_renderer{};
+};
+
+} // namespace ADSP
+} // namespace AudioCore