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/*
* Copyright (C) 2010 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_H_
#define THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_H_
#include <memory>
#include "third_party/blink/renderer/platform/audio/reverb_convolver.h"
#include "third_party/blink/renderer/platform/platform_export.h"
#include "third_party/blink/renderer/platform/wtf/allocator/allocator.h"
#include "third_party/blink/renderer/platform/wtf/vector.h"
namespace blink {
class AudioBus;
// Multi-channel convolution reverb with channel matrixing - one or more
// ReverbConvolver objects are used internally.
class PLATFORM_EXPORT Reverb final {
USING_FAST_MALLOC(Reverb);
public:
// |render_slice_size| is a rendering hint, so the FFTs can be optimized to
// not all occur at the same time (very bad when rendering on a real-time
// thread).
Reverb(AudioBus* impulse_response_buffer,
unsigned render_slice_size,
unsigned max_fft_size,
bool use_background_threads,
bool normalize);
Reverb(const Reverb&) = delete;
Reverb& operator=(const Reverb&) = delete;
void Process(const AudioBus* source_bus,
AudioBus* destination_bus,
uint32_t frames_to_process);
void Reset();
size_t ImpulseResponseLength() const { return impulse_response_length_; }
size_t LatencyFrames() const;
private:
void Initialize(AudioBus* impulse_response_buffer,
unsigned render_slice_size,
unsigned max_fft_size,
bool use_background_threads,
float scale);
size_t impulse_response_length_;
// The actual number of channels in the response. This can be less
// than the number of ReverbConvolver's in |m_convolvers|.
unsigned number_of_response_channels_;
Vector<std::unique_ptr<ReverbConvolver>> convolvers_;
// For "True" stereo processing
scoped_refptr<AudioBus> temp_buffer_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_H_
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