/*************************************************************************/
/*  audio_effect_stereo_enhance.h                                        */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef AUDIOEFFECTSTEREOENHANCE_H
#define AUDIOEFFECTSTEREOENHANCE_H

#include "servers/audio/audio_effect.h"

class AudioEffectStereoEnhance;

class AudioEffectStereoEnhanceInstance : public AudioEffectInstance {
	GDCLASS(AudioEffectStereoEnhanceInstance, AudioEffectInstance);
	friend class AudioEffectStereoEnhance;
	Ref<AudioEffectStereoEnhance> base;

	enum {

		MAX_DELAY_MS = 50
	};

	float *delay_ringbuff;
	unsigned int ringbuff_pos;
	unsigned int ringbuff_mask;

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

	~AudioEffectStereoEnhanceInstance();
};

class AudioEffectStereoEnhance : public AudioEffect {
	GDCLASS(AudioEffectStereoEnhance, AudioEffect);

	friend class AudioEffectStereoEnhanceInstance;
	float volume_db;

	float pan_pullout;
	float time_pullout;
	float surround;

protected:
	static void _bind_methods();

public:
	Ref<AudioEffectInstance> instance();

	void set_pan_pullout(float p_amount);
	float get_pan_pullout() const;

	void set_time_pullout(float p_amount);
	float get_time_pullout() const;

	void set_surround(float p_amount);
	float get_surround() const;

	AudioEffectStereoEnhance();
};

#endif // AUDIOEFFECTSTEREOENHANCE_H
