/*************************************************************************/
/*  audio_effect_reverb.h                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
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/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/*************************************************************************/
#ifndef AUDIOEFFECTREVERB_H
#define AUDIOEFFECTREVERB_H

#include "servers/audio/audio_effect.h"
#include "servers/audio/effects/reverb.h"

class AudioEffectReverb;

class AudioEffectReverbInstance : public AudioEffectInstance {
	GDCLASS(AudioEffectReverbInstance, AudioEffectInstance)

	Ref<AudioEffectReverb> base;

	float tmp_src[Reverb::INPUT_BUFFER_MAX_SIZE];
	float tmp_dst[Reverb::INPUT_BUFFER_MAX_SIZE];

	friend class AudioEffectReverb;

	Reverb reverb[2];

public:
	virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);
	AudioEffectReverbInstance();
};

class AudioEffectReverb : public AudioEffect {
	GDCLASS(AudioEffectReverb, AudioEffect)

	friend class AudioEffectReverbInstance;

	float predelay;
	float predelay_fb;
	float hpf;
	float room_size;
	float damping;
	float spread;
	float dry;
	float wet;

protected:
	static void _bind_methods();

public:
	void set_predelay_msec(float p_msec);
	void set_predelay_feedback(float p_feedback);
	void set_room_size(float p_size);
	void set_damping(float p_damping);
	void set_spread(float p_spread);
	void set_dry(float p_dry);
	void set_wet(float p_wet);
	void set_hpf(float p_hpf);

	float get_predelay_msec() const;
	float get_predelay_feedback() const;
	float get_room_size() const;
	float get_damping() const;
	float get_spread() const;
	float get_dry() const;
	float get_wet() const;
	float get_hpf() const;

	Ref<AudioEffectInstance> instance();
	void set_volume_db(float p_volume);
	float get_volume_db() const;

	AudioEffectReverb();
};

#endif // AUDIOEFFECTREVERB_H
