/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim:set ts=2 sw=2 sts=2 et cindent: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "DelayProcessor.h" #include "mozilla/PodOperations.h" #include "AudioSegment.h" namespace mozilla { void DelayProcessor::Process(const double *aPerFrameDelays, const float* const* aInputChannels, float* const* aOutputChannels, int aChannelCount, int aFramesToProcess) { if (!EnsureBuffer(aChannelCount)) { for (int channel = 0; channel < aChannelCount; ++channel) { PodZero(aOutputChannels[channel], aFramesToProcess); } return; } for (int channel = 0; channel < aChannelCount; ++channel) { double currentDelayFrames = mCurrentDelay; int writeIndex = mWriteIndex; float* buffer = mBuffer[channel].Elements(); const uint32_t bufferLength = mBuffer[channel].Length(); const float* input = aInputChannels ? aInputChannels[channel] : nullptr; float* output = aOutputChannels[channel]; for (int i = 0; i < aFramesToProcess; ++i) { currentDelayFrames = clamped(aPerFrameDelays[i], 0.0, static_cast(mMaxDelayFrames)); // Write the input sample to the correct location in our buffer buffer[writeIndex] = input ? input[i] : 0.0f; // Now, determine the correct read position. We adjust the read position to be // from currentDelayFrames frames in the past. We also interpolate the two input // frames in case the read position does not match an integer index. double readPosition = writeIndex + bufferLength - currentDelayFrames; if (readPosition >= bufferLength) { readPosition -= bufferLength; } MOZ_ASSERT(readPosition >= 0.0, "Why are we reading before the beginning of the buffer?"); // Here is a the reason why readIndex1 and readIndex will never be out // of bounds. The maximum value for bufferLength is 180 * 48000 (see // AudioContext::CreateDelay). The maximum value for mCurrentDelay is // 180.0, so initially readPosition cannot be more than bufferLength + // a fraction less than 1. Then we take care of that case by // subtracting bufferLength from it if needed. So, if // |bufferLength-readPosition<1.0|, readIndex1 will end up being zero. // If |1.0<=bufferLength-readPosition<2.0|, readIndex1 will be // bufferLength-1 and readIndex2 will be 0. int readIndex1 = int(readPosition); int readIndex2 = (readIndex1 + 1) % bufferLength; double interpolationFactor = readPosition - readIndex1; output[i] = (1.0 - interpolationFactor) * buffer[readIndex1] + interpolationFactor * buffer[readIndex2]; writeIndex = (writeIndex + 1) % bufferLength; } // Remember currentDelayFrames and writeIndex for the next ProduceAudioBlock // call when processing the last channel. if (channel == aChannelCount - 1) { mCurrentDelay = currentDelayFrames; mWriteIndex = writeIndex; } } } void DelayProcessor::Process(double aDelayFrames, const float* const* aInputChannels, float* const* aOutputChannels, int aChannelCount, int aFramesToProcess) { const bool firstTime = !mBuffer.Length(); double currentDelay = firstTime ? aDelayFrames : mCurrentDelay; nsAutoTArray computedDelay; computedDelay.SetLength(aFramesToProcess); for (int i = 0; i < aFramesToProcess; ++i) { // If the value has changed, smoothly approach it currentDelay += (aDelayFrames - currentDelay) * mSmoothingRate; computedDelay[i] = currentDelay; } Process(computedDelay.Elements(), aInputChannels, aOutputChannels, aChannelCount, aFramesToProcess); } bool DelayProcessor::EnsureBuffer(uint32_t aNumberOfChannels) { if (aNumberOfChannels == 0) { return false; } if (mBuffer.Length() == 0) { if (!mBuffer.SetLength(aNumberOfChannels)) { return false; } // The length of the buffer is one greater than the maximum delay so that // writing an input frame does not overwrite the frame that would // subsequently be read at maximum delay. const int numFrames = mMaxDelayFrames + 1; for (uint32_t channel = 0; channel < aNumberOfChannels; ++channel) { if (!mBuffer[channel].SetLength(numFrames)) { return false; } PodZero(mBuffer[channel].Elements(), numFrames); } } else if (mBuffer.Length() != aNumberOfChannels) { // TODO: Handle changes in the channel count return false; } return true; } } // mozilla