/*************************************************************************/
/*  reverb_sw.h                                                          */
/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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#ifndef REVERB_SW_H
#define REVERB_SW_H

#include "core/os/memory.h"
#include "core/typedefs.h"

class ReverbParamsSW;

class ReverbSW {
public:
	enum ReverbMode {
		REVERB_MODE_ROOM,
		REVERB_MODE_STUDIO_SMALL,
		REVERB_MODE_STUDIO_MEDIUM,
		REVERB_MODE_STUDIO_LARGE,
		REVERB_MODE_HALL,
		REVERB_MODE_SPACE_ECHO,
		REVERB_MODE_ECHO,
		REVERB_MODE_DELAY,
		REVERB_MODE_HALF_ECHO
	};

private:
	struct State {
		int lwl;
		int lwr;
		int rwl;
		int rwr;
		unsigned int Offset;
		void reset() {
			lwl = 0;
			lwr = 0;
			rwl = 0;
			rwr = 0;
			Offset = 0;
		}
		State() { reset(); }
	} state;

	ReverbParamsSW *current_params;

	int *reverb_buffer;
	unsigned int reverb_buffer_size;
	ReverbMode mode;
	int mix_rate;

	void adjust_current_params();

public:
	void set_mode(ReverbMode p_mode);
	bool process(int *p_input, int *p_output, int p_frames, int p_stereo_stride = 1); // return tru if audio was created
	void set_mix_rate(int p_mix_rate);

	ReverbSW();
	~ReverbSW();
};

#endif