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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_ACCUMULATION_BUFFER_H_
#define THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_ACCUMULATION_BUFFER_H_
#include "third_party/blink/renderer/platform/audio/audio_array.h"
#include "third_party/blink/renderer/platform/wtf/allocator/allocator.h"
namespace blink {
// ReverbAccumulationBuffer is a circular delay buffer with one client reading
// from it and multiple clients writing/accumulating to it at different delay
// offsets from the read position. The read operation will zero the memory
// just read from the buffer, so it will be ready for accumulation the next
// time around.
class ReverbAccumulationBuffer final {
DISALLOW_NEW();
public:
explicit ReverbAccumulationBuffer(uint32_t length);
ReverbAccumulationBuffer(const ReverbAccumulationBuffer&) = delete;
ReverbAccumulationBuffer& operator=(const ReverbAccumulationBuffer&) = delete;
// This will read from, then clear-out numberOfFrames
void ReadAndClear(float* destination, uint32_t number_of_frames);
// Each ReverbConvolverStage will accumulate its output at the appropriate
// delay from the read position. We need to pass in and update readIndex
// here, since each ReverbConvolverStage may be running in a different thread
// than the realtime thread calling ReadAndClear() and maintaining
// m_readIndex
// Returns the writeIndex where the accumulation took place
uint32_t Accumulate(float* source,
uint32_t number_of_frames,
uint32_t* read_index,
size_t delay_frames);
uint32_t ReadIndex() const { return read_index_; }
void UpdateReadIndex(uint32_t* read_index, uint32_t number_of_frames) const;
uint32_t ReadTimeFrame() const { return read_time_frame_; }
void Reset();
private:
AudioFloatArray buffer_;
uint32_t read_index_;
uint32_t read_time_frame_; // for debugging (frame on continuous timeline)
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_ACCUMULATION_BUFFER_H_
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