godot/servers/audio/effects/audio_effect_capture.cpp

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/*  audio_effect_capture.cpp                                              */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "audio_effect_capture.h"

bool AudioEffectCapture::can_get_buffer(int p_frames) const {}

PackedVector2Array AudioEffectCapture::get_buffer(int p_frames) {}

void AudioEffectCapture::clear_buffer() {}

void AudioEffectCapture::_bind_methods() {}

Ref<AudioEffectInstance> AudioEffectCapture::instantiate() {}

void AudioEffectCapture::set_buffer_length(float p_buffer_length_seconds) {}

float AudioEffectCapture::get_buffer_length() {}

int AudioEffectCapture::get_frames_available() const {}

int64_t AudioEffectCapture::get_discarded_frames() const {}

int AudioEffectCapture::get_buffer_length_frames() const {}

int64_t AudioEffectCapture::get_pushed_frames() const {}

void AudioEffectCaptureInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {}

bool AudioEffectCaptureInstance::process_silence() const {}