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// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-3.0-only
#ifndef RESONANCE_AUDIO_H
#define RESONANCE_AUDIO_H
#include <api/resonance_audio_api.h>
#include <memory>
namespace vraudio
{
class EXPORT_API ResonanceAudio
{
public:
ResonanceAudio(size_t num_channels, size_t frames_per_buffer, int sample_rate_hz);
// reverb is only calculated in stereo. We get it here as well, and our ambisonic
// decoder will then add it to the generated surround signal.
int getAmbisonicOutput(const float *buffers[], const float *reverb[], int nChannels);
const std::unique_ptr<ResonanceAudioApi> api;
bool roomEffectsEnabled = true;
};
}
#endif