/*************************************************************************/
/*  audio_effect_panner.cpp                                              */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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#include "audio_effect_panner.h"

void AudioEffectPannerInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
	float lvol = CLAMP(1.0 - base->pan, 0, 1);
	float rvol = CLAMP(1.0 + base->pan, 0, 1);

	for (int i = 0; i < p_frame_count; i++) {
		p_dst_frames[i].l = p_src_frames[i].l * lvol + p_src_frames[i].r * (1.0 - rvol);
		p_dst_frames[i].r = p_src_frames[i].r * rvol + p_src_frames[i].l * (1.0 - lvol);
	}
}

Ref<AudioEffectInstance> AudioEffectPanner::instantiate() {
	Ref<AudioEffectPannerInstance> ins;
	ins.instantiate();
	ins->base = Ref<AudioEffectPanner>(this);
	return ins;
}

void AudioEffectPanner::set_pan(float p_cpanume) {
	pan = p_cpanume;
}

float AudioEffectPanner::get_pan() const {
	return pan;
}

void AudioEffectPanner::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_pan", "cpanume"), &AudioEffectPanner::set_pan);
	ClassDB::bind_method(D_METHOD("get_pan"), &AudioEffectPanner::get_pan);

	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pan", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_pan", "get_pan");
}

AudioEffectPanner::AudioEffectPanner() {
	pan = 0;
}