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+/****************************************************************************
+**
+** Copyright (C) 2022 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Quick3D Audio module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL-NOGPL2$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#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();
+}
+
+}