/*************************************************************************/
/*  audio_effect.cpp                                                     */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/

#include "audio_effect.h"

void AudioEffectInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
	if (GDVIRTUAL_REQUIRED_CALL(_process, p_src_frames, p_dst_frames, p_frame_count)) {
		return;
	}
}
bool AudioEffectInstance::process_silence() const {
	bool ret;
	if (GDVIRTUAL_CALL(_process_silence, ret)) {
		return ret;
	}
	return false;
}

void AudioEffectInstance::_bind_methods() {
	GDVIRTUAL_BIND(_process, "src_buffer", "dst_buffer", "frame_count");
	GDVIRTUAL_BIND(_process_silence);
}

////

Ref<AudioEffectInstance> AudioEffect::instantiate() {
	Ref<AudioEffectInstance> ret;
	if (GDVIRTUAL_REQUIRED_CALL(_instantiate, ret)) {
		return ret;
	}
	return Ref<AudioEffectInstance>();
}
void AudioEffect::_bind_methods() {
	GDVIRTUAL_BIND(_instantiate);
}

AudioEffect::AudioEffect() {
}