/* * 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_CONVOLVER_H_ #define THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_CONVOLVER_H_ #include #include "third_party/blink/renderer/platform/audio/audio_array.h" #include "third_party/blink/renderer/platform/audio/direct_convolver.h" #include "third_party/blink/renderer/platform/audio/fft_convolver.h" #include "third_party/blink/renderer/platform/audio/reverb_accumulation_buffer.h" #include "third_party/blink/renderer/platform/audio/reverb_convolver_stage.h" #include "third_party/blink/renderer/platform/audio/reverb_input_buffer.h" #include "third_party/blink/renderer/platform/wtf/allocator.h" #include "third_party/blink/renderer/platform/wtf/vector.h" namespace blink { class AudioChannel; class WebThread; class PLATFORM_EXPORT ReverbConvolver { USING_FAST_MALLOC(ReverbConvolver); WTF_MAKE_NONCOPYABLE(ReverbConvolver); public: // maxFFTSize can be adjusted (from say 2048 to 32768) depending on how much // precision is necessary. For certain tweaky de-convolving applications the // phase errors add up quickly and lead to non-sensical results with larger // FFT sizes and single-precision floats. In these cases 2048 is a good // size. If not doing multi-threaded convolution, then should not go > 8192. ReverbConvolver(AudioChannel* impulse_response, size_t render_slice_size, size_t max_fft_size, size_t convolver_render_phase, bool use_background_threads); ~ReverbConvolver(); void Process(const AudioChannel* source_channel, AudioChannel* destination_channel, size_t frames_to_process); void Reset(); ReverbInputBuffer* InputBuffer() { return &input_buffer_; } size_t LatencyFrames() const; private: void ProcessInBackground(); Vector> stages_; Vector> background_stages_; size_t impulse_response_length_; ReverbAccumulationBuffer accumulation_buffer_; // One or more background threads read from this input buffer which is fed // from the realtime thread. ReverbInputBuffer input_buffer_; // First stage will be of size m_minFFTSize. Each next stage will be twice as // big until we hit m_maxFFTSize. size_t min_fft_size_; size_t max_fft_size_; // But don't exceed this size in the real-time thread (if we're doing // background processing). size_t max_realtime_fft_size_; // Background thread and synchronization std::unique_ptr background_thread_; }; } // namespace blink #endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_AUDIO_REVERB_CONVOLVER_H_