#ifndef XREVERBSETTINGS_H #define XREVERBSETTINGS_H #include "xasset.h" class XReverbSettings : public XAsset { public: explicit XReverbSettings(); quint32 GetReflectionsDelay() const; quint8 GetReverbDelay() const; quint8 GetRearDelay() const; quint8 GetPositionLeft() const; quint8 GetPositionRight() const; quint8 GetPositionMatrixLeft() const; quint8 GetPositionMatrixRight() const; quint8 GetEarlyDiffusion() const; quint8 GetLateDiffusion() const; quint8 GetLowEQGain() const; quint8 GetLowEQCutoff() const; quint8 GetHighEQGain() const; quint8 GetHighEQCutoff() const; float GetRoomFilterFreq() const; float GetRoomFilterMain() const; float GetRoomFilterHF() const; float GetReflectionsGain() const; float GetReverbGain() const; float GetDecayTime() const; float GetDensity() const; float GetRoomSize() const; virtual void Clear() override; virtual void ParseData(QDataStream* aStream) override; public slots: void SetReflectionsDelay(quint32 aReflectionsDelay); void SetReverbDelay(quint8 aReverbDelay); void SetRearDelay(quint8 aRearDelay); void SetPositionLeft(quint8 aPositionLeft); void SetPositionRight(quint8 aPositionRight); void SetPositionMatrixLeft(quint8 aPositionMatrixLeft); void SetPositionMatrixRight(quint8 aPositionMatrixRight); void SetEarlyDiffusion(quint8 aEarlyDiffusion); void SetLateDiffusion(quint8 aLateDiffusion); void SetLowEQGain(quint8 aLowEQGain); void SetLowEQCutoff(quint8 aLowEQCutoff); void SetHighEQGain(quint8 aHighEQGain); void SetHighEQCutoff(quint8 aHighEQCutoff); void SetRoomFilterFreq(float aRoomFilterFreq); void SetRoomFilterMain(float aRoomFilterMain); void SetRoomFilterHF(float aRoomFilterHF); void SetReflectionsGain(float aReflectionsGain); void SetReverbGain(float aReverbGain); void SetDecayTime(float aDecayTime); void SetDensity(float aDensity); void SetRoomSize(float aRoomSize); private: quint32 mReflectionsDelay; quint8 mReverbDelay; quint8 mRearDelay; quint8 mPositionLeft; quint8 mPositionRight; quint8 mPositionMatrixLeft; quint8 mPositionMatrixRight; quint8 mEarlyDiffusion; quint8 mLateDiffusion; quint8 mLowEQGain; quint8 mLowEQCutoff; quint8 mHighEQGain; quint8 mHighEQCutoff; float mRoomFilterFreq; float mRoomFilterMain; float mRoomFilterHF; float mReflectionsGain; float mReverbGain; float mDecayTime; float mDensity; float mRoomSize; }; #endif // XREVERBSETTINGS_H