/*************************************************************************/
/*  audio_effect_delay.h                                                 */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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#ifndef AUDIOEFFECTDELAY_H
#define AUDIOEFFECTDELAY_H

#include "servers/audio/audio_effect.h"

class AudioEffectDelay;

class AudioEffectDelayInstance : public AudioEffectInstance {
	GDCLASS(AudioEffectDelayInstance, AudioEffectInstance)
	friend class AudioEffectDelay;
	Ref<AudioEffectDelay> base;

	Vector<AudioFrame> ring_buffer;

	unsigned int ring_buffer_pos;
	unsigned int ring_buffer_mask;

	/* feedback buffer */
	Vector<AudioFrame> feedback_buffer;

	unsigned int feedback_buffer_pos;

	AudioFrame h;
	void _process_chunk(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count);

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

class AudioEffectDelay : public AudioEffect {
	GDCLASS(AudioEffectDelay, AudioEffect)

	friend class AudioEffectDelayInstance;
	enum {

		MAX_DELAY_MS = 3000,
		MAX_TAPS = 2
	};

	float dry;

	bool tap_1_active;
	float tap_1_delay_ms;
	float tap_1_level;
	float tap_1_pan;

	bool tap_2_active;
	float tap_2_delay_ms;
	float tap_2_level;
	float tap_2_pan;

	bool feedback_active;
	float feedback_delay_ms;
	float feedback_level;
	float feedback_lowpass;

protected:
	static void _bind_methods();

public:
	void set_dry(float p_dry);
	float get_dry();

	void set_tap1_active(bool p_active);
	bool is_tap1_active() const;

	void set_tap1_delay_ms(float p_delay_ms);
	float get_tap1_delay_ms() const;

	void set_tap1_level_db(float p_level_db);
	float get_tap1_level_db() const;

	void set_tap1_pan(float p_pan);
	float get_tap1_pan() const;

	void set_tap2_active(bool p_active);
	bool is_tap2_active() const;

	void set_tap2_delay_ms(float p_delay_ms);
	float get_tap2_delay_ms() const;

	void set_tap2_level_db(float p_level_db);
	float get_tap2_level_db() const;

	void set_tap2_pan(float p_pan);
	float get_tap2_pan() const;

	void set_feedback_active(bool p_active);
	bool is_feedback_active() const;

	void set_feedback_delay_ms(float p_delay_ms);
	float get_feedback_delay_ms() const;

	void set_feedback_level_db(float p_level_db);
	float get_feedback_level_db() const;

	void set_feedback_lowpass(float p_lowpass);
	float get_feedback_lowpass() const;

	Ref<AudioEffectInstance> instance();

	AudioEffectDelay();
};

#endif // AUDIOEFFECTDELAY_H