mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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d94b857af1
--HG-- extra : rebase_source : 2181ccbbdca370031d1d3ae5b44ef4e37a3e948c
128 lines
4.8 KiB
C++
128 lines
4.8 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "DelayProcessor.h"
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#include "mozilla/PodOperations.h"
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#include "AudioSegment.h"
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namespace mozilla {
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void
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DelayProcessor::Process(const double *aPerFrameDelays,
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const float* const* aInputChannels,
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float* const* aOutputChannels,
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int aChannelCount, int aFramesToProcess)
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{
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if (!EnsureBuffer(aChannelCount)) {
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for (int channel = 0; channel < aChannelCount; ++channel) {
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PodZero(aOutputChannels[channel], aFramesToProcess);
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}
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return;
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}
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for (int channel = 0; channel < aChannelCount; ++channel) {
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double currentDelayFrames = mCurrentDelay;
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int writeIndex = mWriteIndex;
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float* buffer = mBuffer[channel].Elements();
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const uint32_t bufferLength = mBuffer[channel].Length();
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const float* input = aInputChannels ? aInputChannels[channel] : nullptr;
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float* output = aOutputChannels[channel];
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for (int i = 0; i < aFramesToProcess; ++i) {
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currentDelayFrames = clamped(aPerFrameDelays[i],
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0.0, static_cast<double>(mMaxDelayFrames));
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// Write the input sample to the correct location in our buffer
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buffer[writeIndex] = input ? input[i] : 0.0f;
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// Now, determine the correct read position. We adjust the read position to be
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// from currentDelayFrames frames in the past. We also interpolate the two input
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// frames in case the read position does not match an integer index.
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double readPosition = writeIndex + bufferLength - currentDelayFrames;
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if (readPosition >= bufferLength) {
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readPosition -= bufferLength;
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}
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MOZ_ASSERT(readPosition >= 0.0, "Why are we reading before the beginning of the buffer?");
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// Here is a the reason why readIndex1 and readIndex will never be out
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// of bounds. The maximum value for bufferLength is
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// 180 * AudioContext.samplerate (see AudioContext::CreateDelay). The
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// maximum value for mCurrentDelay is 180.0, so initially readPosition
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// cannot be more than bufferLength + a fraction less than 1. Then we
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// take care of that case by subtracting bufferLength from it if needed.
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// So, if |bufferLength-readPosition<1.0|, readIndex1 will end up being
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// zero. If |1.0<=bufferLength-readPosition<2.0|, readIndex1 will be
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// bufferLength-1 and readIndex2 will be 0.
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int readIndex1 = int(readPosition);
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int readIndex2 = (readIndex1 + 1) % bufferLength;
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double interpolationFactor = readPosition - readIndex1;
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output[i] = (1.0 - interpolationFactor) * buffer[readIndex1] +
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interpolationFactor * buffer[readIndex2];
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writeIndex = (writeIndex + 1) % bufferLength;
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}
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// Remember currentDelayFrames and writeIndex for the next ProduceAudioBlock
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// call when processing the last channel.
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if (channel == aChannelCount - 1) {
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mCurrentDelay = currentDelayFrames;
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mWriteIndex = writeIndex;
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}
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}
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}
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void
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DelayProcessor::Process(double aDelayFrames, const float* const* aInputChannels,
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float* const* aOutputChannels, int aChannelCount,
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int aFramesToProcess)
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{
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const bool firstTime = !mBuffer.Length();
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double currentDelay = firstTime ? aDelayFrames : mCurrentDelay;
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nsAutoTArray<double, WEBAUDIO_BLOCK_SIZE> computedDelay;
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computedDelay.SetLength(aFramesToProcess);
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for (int i = 0; i < aFramesToProcess; ++i) {
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// If the value has changed, smoothly approach it
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currentDelay += (aDelayFrames - currentDelay) * mSmoothingRate;
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computedDelay[i] = currentDelay;
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}
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Process(computedDelay.Elements(), aInputChannels, aOutputChannels,
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aChannelCount, aFramesToProcess);
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}
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bool
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DelayProcessor::EnsureBuffer(uint32_t aNumberOfChannels)
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{
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if (aNumberOfChannels == 0) {
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return false;
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}
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if (mBuffer.Length() == 0) {
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if (!mBuffer.SetLength(aNumberOfChannels)) {
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return false;
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}
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// The length of the buffer is one greater than the maximum delay so that
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// writing an input frame does not overwrite the frame that would
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// subsequently be read at maximum delay.
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const int numFrames = mMaxDelayFrames + 1;
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for (uint32_t channel = 0; channel < aNumberOfChannels; ++channel) {
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if (!mBuffer[channel].SetLength(numFrames)) {
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return false;
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}
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PodZero(mBuffer[channel].Elements(), numFrames);
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}
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} else if (mBuffer.Length() != aNumberOfChannels) {
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// TODO: Handle changes in the channel count
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return false;
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}
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return true;
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}
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} // mozilla
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