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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_CONVOLVER_H_
#define THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_CONVOLVER_H_
#include <memory>
#include "third_party/blink/renderer/platform/audio/audio_array.h"
#include "third_party/blink/renderer/platform/audio/direct_convolver.h"
#include "third_party/blink/renderer/platform/audio/fft_convolver.h"
#include "third_party/blink/renderer/platform/audio/reverb_accumulation_buffer.h"
#include "third_party/blink/renderer/platform/audio/reverb_convolver_stage.h"
#include "third_party/blink/renderer/platform/audio/reverb_input_buffer.h"
#include "third_party/blink/renderer/platform/platform_export.h"
#include "third_party/blink/renderer/platform/scheduler/public/non_main_thread.h"
#include "third_party/blink/renderer/platform/wtf/allocator/allocator.h"
#include "third_party/blink/renderer/platform/wtf/vector.h"
namespace blink {
class AudioChannel;
class PLATFORM_EXPORT ReverbConvolver final {
USING_FAST_MALLOC(ReverbConvolver);
public:
// maxFFTSize can be adjusted (from say 2048 to 32768) depending on how much
// precision is necessary. For certain tweaky de-convolving applications the
// phase errors add up quickly and lead to non-sensical results with larger
// FFT sizes and single-precision floats. In these cases 2048 is a good
// size. If not doing multi-threaded convolution, then should not go > 8192.
ReverbConvolver(AudioChannel* impulse_response,
unsigned render_slice_size,
unsigned max_fft_size,
size_t convolver_render_phase,
bool use_background_threads,
float scale);
ReverbConvolver(const ReverbConvolver&) = delete;
ReverbConvolver& operator=(const ReverbConvolver&) = delete;
~ReverbConvolver();
void Process(const AudioChannel* source_channel,
AudioChannel* destination_channel,
uint32_t frames_to_process);
void Reset();
ReverbInputBuffer* InputBuffer() { return &input_buffer_; }
size_t LatencyFrames() const;
private:
void ProcessInBackground();
Vector<std::unique_ptr<ReverbConvolverStage>> stages_;
Vector<std::unique_ptr<ReverbConvolverStage>> background_stages_;
size_t impulse_response_length_;
ReverbAccumulationBuffer accumulation_buffer_;
// One or more background threads read from this input buffer which is fed
// from the realtime thread.
ReverbInputBuffer input_buffer_;
// First stage will be of size m_minFFTSize. Each next stage will be twice as
// big until we hit m_maxFFTSize.
unsigned min_fft_size_;
unsigned max_fft_size_;
// But don't exceed this size in the real-time thread (if we're doing
// background processing).
unsigned max_realtime_fft_size_;
// Background thread and synchronization
std::unique_ptr<NonMainThread> background_thread_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_CONVOLVER_H_
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