gecko/content/media/webaudio/blink/Reverb.h

75 lines
3.0 KiB
C++

/*
* 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 Reverb_h
#define Reverb_h
#include "ReverbConvolver.h"
#include "nsAutoPtr.h"
#include "nsTArray.h"
#include "AudioSegment.h"
namespace mozilla {
class ThreadSharedFloatArrayBufferList;
}
namespace WebCore {
class DirectConvolver;
class FFTConvolver;
// Multi-channel convolution reverb with channel matrixing - one or more ReverbConvolver objects are used internally.
class Reverb {
public:
enum { MaxFrameSize = 256 };
// 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).
Reverb(mozilla::ThreadSharedFloatArrayBufferList* impulseResponseBuffer, size_t impulseResponseBufferLength, size_t renderSliceSize, size_t maxFFTSize, size_t numberOfChannels, bool useBackgroundThreads, bool normalize, float sampleRate);
void process(const mozilla::AudioChunk* sourceBus, mozilla::AudioChunk* destinationBus, size_t framesToProcess);
void reset();
size_t impulseResponseLength() const { return m_impulseResponseLength; }
size_t latencyFrames() const;
private:
void initialize(const nsTArray<const float*>& impulseResponseBuffer, size_t impulseResponseBufferLength, size_t renderSliceSize, size_t maxFFTSize, size_t numberOfChannels, bool useBackgroundThreads);
size_t m_impulseResponseLength;
nsTArray<nsAutoPtr<ReverbConvolver> > m_convolvers;
// For "True" stereo processing
mozilla::AudioChunk m_tempBuffer;
};
} // namespace WebCore
#endif // Reverb_h