/* * Copyright (C) 2011 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_DYNAMICS_COMPRESSOR_H_ #define THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_DYNAMICS_COMPRESSOR_H_ #include #include "third_party/blink/renderer/platform/audio/audio_array.h" #include "third_party/blink/renderer/platform/audio/dynamics_compressor_kernel.h" #include "third_party/blink/renderer/platform/wtf/allocator.h" #include "third_party/blink/renderer/platform/wtf/noncopyable.h" namespace blink { class AudioBus; // DynamicsCompressor implements a flexible audio dynamics compression effect // such as is commonly used in musical production and game audio. It lowers the // volume of the loudest parts of the signal and raises the volume of the // softest parts, making the sound richer, fuller, and more controlled. class PLATFORM_EXPORT DynamicsCompressor { USING_FAST_MALLOC(DynamicsCompressor); WTF_MAKE_NONCOPYABLE(DynamicsCompressor); public: enum { kParamThreshold, kParamKnee, kParamRatio, kParamAttack, kParamRelease, kParamPreDelay, kParamReleaseZone1, kParamReleaseZone2, kParamReleaseZone3, kParamReleaseZone4, kParamPostGain, kParamFilterStageGain, kParamFilterStageRatio, kParamFilterAnchor, kParamEffectBlend, kParamReduction, kParamLast }; DynamicsCompressor(float sample_rate, unsigned number_of_channels); void Process(const AudioBus* source_bus, AudioBus* destination_bus, unsigned frames_to_process); void Reset(); void SetNumberOfChannels(unsigned); void SetParameterValue(unsigned parameter_id, float value); float ParameterValue(unsigned parameter_id); float SampleRate() const { return sample_rate_; } float Nyquist() const { return sample_rate_ / 2; } double TailTime() const; double LatencyTime() const { return compressor_.LatencyFrames() / static_cast(SampleRate()); } bool RequiresTailProcessing() const { // Always return true even if the tail time and latency might both be zero. return true; } protected: unsigned number_of_channels_; // m_parameters holds the tweakable compressor parameters. float parameters_[kParamLast]; void InitializeParameters(); float sample_rate_; // Emphasis filter controls. float last_filter_stage_ratio_; float last_anchor_; float last_filter_stage_gain_; std::unique_ptr source_channels_; std::unique_ptr destination_channels_; // The core compressor. DynamicsCompressorKernel compressor_; }; } // namespace blink #endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_DYNAMICS_COMPRESSOR_H_