/* * 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 ReverbConvolverStage_h #define ReverbConvolverStage_h #include "AudioArray.h" #include "FFTFrame.h" #include namespace WebCore { class ReverbAccumulationBuffer; class ReverbConvolver; class FFTConvolver; // A ReverbConvolverStage represents the convolution associated with a sub-section of a large impulse response. // It incorporates a delay line to account for the offset of the sub-section within the larger impulse response. class ReverbConvolverStage { public: // renderPhase is useful to know so that we can manipulate the pre versus post delay so that stages will perform // their heavy work (FFT processing) on different slices to balance the load in a real-time thread. ReverbConvolverStage(float* impulseResponse, size_t responseLength, size_t reverbTotalLatency, size_t stageOffset, size_t stageLength, size_t fftSize, size_t renderPhase, size_t renderSliceSize, ReverbAccumulationBuffer* accumulationBuffer); // WARNING: framesToProcess must be such that it evenly divides the delay buffer size (stage_offset). void process(float* source, size_t framesToProcess); void processInBackground(ReverbConvolver* convolver, size_t framesToProcess); void reset(); // Useful for background processing int inputReadIndex() const { return m_inputReadIndex; } private: FFTFrame m_fftKernel; OwnPtr m_convolver; AudioFloatArray m_preDelayBuffer; ReverbAccumulationBuffer* m_accumulationBuffer; int m_accumulationReadIndex; int m_inputReadIndex; size_t m_preDelayLength; size_t m_postDelayLength; size_t m_preReadWriteIndex; size_t m_framesProcessed; AudioFloatArray m_temporaryBuffer; size_t m_impulseResponseLength; }; } // namespace WebCore #endif // ReverbConvolverStage_h