| 1 | // Copyright (C) 2022 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-3.0-only |
| 3 | #ifndef RESONANCE_AUDIO_H |
| 4 | #define RESONANCE_AUDIO_H |
| 5 | |
| 6 | #include <api/resonance_audio_api.h> |
| 7 | |
| 8 | #include <memory> |
| 9 | |
| 10 | namespace vraudio |
| 11 | { |
| 12 | |
| 13 | class EXPORT_API ResonanceAudio |
| 14 | { |
| 15 | public: |
| 16 | ResonanceAudio(size_t num_channels, size_t frames_per_buffer, int sample_rate_hz); |
| 17 | |
| 18 | // reverb is only calculated in stereo. We get it here as well, and our ambisonic |
| 19 | // decoder will then add it to the generated surround signal. |
| 20 | int getAmbisonicOutput(const float *buffers[], const float *reverb[], int nChannels); |
| 21 | |
| 22 | const std::unique_ptr<ResonanceAudioApi> api; |
| 23 | bool roomEffectsEnabled = true; |
| 24 | }; |
| 25 | |
| 26 | |
| 27 | |
| 28 | } |
| 29 | |
| 30 | #endif |
| 31 | |