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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
#include "resonance_audio.h"
#include "graph/resonance_audio_api_impl.h"
#include "graph/graph_manager.h"
namespace vraudio
{
ResonanceAudio::ResonanceAudio(size_t num_channels, size_t frames_per_buffer, int sample_rate_hz)
{
api = CreateResonanceAudioApi(num_channels, frames_per_buffer, sample_rate_hz);
impl = static_cast<ResonanceAudioApiImpl *>(api);
}
ResonanceAudio::~ResonanceAudio()
{
delete api;
}
int ResonanceAudio::getAmbisonicOutput(const float *buffers[], const float *reverb[], int nChannels)
{
impl->ProcessNextBuffer();
auto *buffer = impl->GetAmbisonicOutputBuffer();
if (nChannels != buffer->num_channels())
return -1;
for (int i = 0; i < nChannels; ++i) {
buffers[i] = buffer->begin()[i].begin();
}
if (roomEffectsEnabled) {
const vraudio::AudioBuffer *reverbBuffer = impl->GetReverbBuffer();
for (int i = 0; i < 2; ++i) {
reverb[i] = reverbBuffer->begin()[i].begin();
}
}
return buffer->num_frames();
}
}
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