/* * 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 THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_ACCUMULATION_BUFFER_H_ #define THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_ACCUMULATION_BUFFER_H_ #include "third_party/blink/renderer/platform/audio/audio_array.h" #include "third_party/blink/renderer/platform/platform_export.h" #include "third_party/blink/renderer/platform/wtf/allocator.h" #include "third_party/blink/renderer/platform/wtf/noncopyable.h" namespace blink { // ReverbAccumulationBuffer is a circular delay buffer with one client reading // from it and multiple clients writing/accumulating to it at different delay // offsets from the read position. The read operation will zero the memory // just read from the buffer, so it will be ready for accumulation the next // time around. class PLATFORM_EXPORT ReverbAccumulationBuffer { DISALLOW_NEW(); WTF_MAKE_NONCOPYABLE(ReverbAccumulationBuffer); public: ReverbAccumulationBuffer(size_t length); // This will read from, then clear-out numberOfFrames void ReadAndClear(float* destination, size_t number_of_frames); // Each ReverbConvolverStage will accumulate its output at the appropriate // delay from the read position. We need to pass in and update readIndex // here, since each ReverbConvolverStage may be running in a different thread // than the realtime thread calling ReadAndClear() and maintaining // m_readIndex // Returns the writeIndex where the accumulation took place int Accumulate(float* source, size_t number_of_frames, int* read_index, size_t delay_frames); size_t ReadIndex() const { return read_index_; } void UpdateReadIndex(int* read_index, size_t number_of_frames) const; size_t ReadTimeFrame() const { return read_time_frame_; } void Reset(); private: AudioFloatArray buffer_; size_t read_index_; size_t read_time_frame_; // for debugging (frame on continuous timeline) }; } // namespace blink #endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_ACCUMULATION_BUFFER_H_