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diff --git a/src/3rdparty/resonance-audio/resonance_audio/geometrical_acoustics/acoustic_listener.h b/src/3rdparty/resonance-audio/resonance_audio/geometrical_acoustics/acoustic_listener.h
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+/*
+Copyright 2018 Google Inc. All Rights Reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS-IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+*/
+
+#ifndef RESONANCE_AUDIO_GEOMETRICAL_ACOUSTICS_ACOUSTIC_LISTENER_H_
+#define RESONANCE_AUDIO_GEOMETRICAL_ACOUSTICS_ACOUSTIC_LISTENER_H_
+
+#include <array>
+#include <cstddef>
+#include <vector>
+
+#include "Eigen/Core"
+#include "base/constants_and_types.h"
+
+namespace vraudio {
+struct AcousticListener {
+ // Constructor.
+ //
+ // @param listener_position Position of the listener.
+ // @param impulse_response_length Number of samples in the energy impulse
+ // response for each frequency band.
+ AcousticListener(const Eigen::Vector3f& listener_position,
+ size_t impulse_response_length)
+ : position(listener_position) {
+ for (size_t i = 0; i < kNumReverbOctaveBands; ++i) {
+ energy_impulse_responses[i] =
+ std::vector<float>(impulse_response_length, 0.0f);
+ }
+ }
+
+ const Eigen::Vector3f position;
+
+ // Impulse responses in terms of energies for all frequency bands.
+ // Need to take square roots before applying it to an input signal, which
+ // models pressure. The reason we store response in energy instead of in
+ // pressure is because the geometrical acoustics computation is energy-based,
+ // and the following kind of operations are performed extensively:
+ // energy_impulse_responses[i][t] += <energy contribution from a ray>.
+ std::array<std::vector<float>, kNumReverbOctaveBands>
+ energy_impulse_responses;
+};
+
+} // namespace vraudio
+
+#endif // RESONANCE_AUDIO_GEOMETRICAL_ACOUSTICS_ACOUSTIC_LISTENER_H_