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75 lines
3.0 KiB
C++
75 lines
3.0 KiB
C++
/*
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* Copyright (C) 2010 Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef Reverb_h
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#define Reverb_h
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#include "ReverbConvolver.h"
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#include "nsAutoPtr.h"
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#include "nsTArray.h"
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#include "AudioSegment.h"
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namespace mozilla {
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class ThreadSharedFloatArrayBufferList;
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}
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namespace WebCore {
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class DirectConvolver;
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class FFTConvolver;
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// Multi-channel convolution reverb with channel matrixing - one or more ReverbConvolver objects are used internally.
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class Reverb {
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public:
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enum { MaxFrameSize = 256 };
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// renderSliceSize 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).
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Reverb(mozilla::ThreadSharedFloatArrayBufferList* impulseResponseBuffer, size_t impulseResponseBufferLength, size_t renderSliceSize, size_t maxFFTSize, size_t numberOfChannels, bool useBackgroundThreads, bool normalize, float sampleRate);
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void process(const mozilla::AudioChunk* sourceBus, mozilla::AudioChunk* destinationBus, size_t framesToProcess);
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void reset();
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size_t impulseResponseLength() const { return m_impulseResponseLength; }
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size_t latencyFrames() const;
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private:
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void initialize(const nsTArray<const float*>& impulseResponseBuffer, size_t impulseResponseBufferLength, size_t renderSliceSize, size_t maxFFTSize, size_t numberOfChannels, bool useBackgroundThreads);
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size_t m_impulseResponseLength;
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nsTArray<nsAutoPtr<ReverbConvolver> > m_convolvers;
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// For "True" stereo processing
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mozilla::AudioChunk m_tempBuffer;
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};
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} // namespace WebCore
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#endif // Reverb_h
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