// Copyright (C) 2022 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-3.0-only #ifndef RESONANCE_AUDIO_H #define RESONANCE_AUDIO_H #include #include namespace vraudio { class EXPORT_API ResonanceAudio { public: ResonanceAudio(size_t num_channels, size_t frames_per_buffer, int sample_rate_hz); // reverb is only calculated in stereo. We get it here as well, and our ambisonic // decoder will then add it to the generated surround signal. int getAmbisonicOutput(const float *buffers[], const float *reverb[], int nChannels); const std::unique_ptr api; bool roomEffectsEnabled = true; }; } #endif