/* * 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. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. 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 INC. 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. */ #include "config.h" #if ENABLE(WEB_AUDIO) #include "ConvolverNode.h" #include "AudioBuffer.h" #include "AudioContext.h" #include "AudioNodeInput.h" #include "AudioNodeOutput.h" #include "Reverb.h" // Note about empirical tuning: // The maximum FFT size affects reverb performance and accuracy. // If the reverb is single-threaded and processes entirely in the real-time audio thread, // it's important not to make this too high. In this case 8192 is a good value. // But, the Reverb object is multi-threaded, so we want this as high as possible without losing too much accuracy. // Very large FFTs will have worse phase errors. Given these constraints 16384 is a good compromise. const size_t MaxFFTSize = 16384; namespace WebCore { ConvolverNode::ConvolverNode(AudioContext* context, double sampleRate) : AudioNode(context, sampleRate) { addInput(adoptPtr(new AudioNodeInput(this))); addOutput(adoptPtr(new AudioNodeOutput(this, 2))); setType(NodeTypeConvolver); initialize(); } ConvolverNode::~ConvolverNode() { uninitialize(); } void ConvolverNode::process(size_t framesToProcess) { AudioBus* outputBus = output(0)->bus(); ASSERT(outputBus); // Synchronize with possible dynamic changes to the impulse response. if (m_processLock.tryLock()) { if (!isInitialized() || !m_reverb.get()) outputBus->zero(); else { // Process using the convolution engine. // Note that we can handle the case where nothing is connected to the input, in which case we'll just feed silence into the convolver. // FIXME: If we wanted to get fancy we could try to factor in the 'tail time' and stop processing once the tail dies down if // we keep getting fed silence. m_reverb->process(input(0)->bus(), outputBus, framesToProcess); } m_processLock.unlock(); } else { // Too bad - the tryLock() failed. We must be in the middle of setting a new impulse response. outputBus->zero(); } } void ConvolverNode::reset() { MutexLocker locker(m_processLock); if (m_reverb.get()) m_reverb->reset(); } void ConvolverNode::initialize() { if (isInitialized()) return; AudioNode::initialize(); } void ConvolverNode::uninitialize() { if (!isInitialized()) return; m_reverb.clear(); AudioNode::uninitialize(); } void ConvolverNode::setBuffer(AudioBuffer* buffer) { ASSERT(isMainThread()); ASSERT(buffer); if (!buffer) return; unsigned numberOfChannels = buffer->numberOfChannels(); size_t bufferLength = buffer->length(); // The current implementation supports up to four channel impulse responses, which are interpreted as true-stereo (see Reverb class). bool isBufferGood = numberOfChannels > 0 && numberOfChannels <= 4 && bufferLength; ASSERT(isBufferGood); if (!isBufferGood) return; // Wrap the AudioBuffer by an AudioBus. It's an efficient pointer set and not a memcpy(). // This memory is simply used in the Reverb constructor and no reference to it is kept for later use in that class. AudioBus bufferBus(numberOfChannels, bufferLength, false); for (unsigned i = 0; i < numberOfChannels; ++i) bufferBus.setChannelMemory(i, buffer->getChannelData(i)->data(), bufferLength); // Create the reverb with the given impulse response. bool useBackgroundThreads = !context()->isOfflineContext(); OwnPtr reverb = adoptPtr(new Reverb(&bufferBus, AudioNode::ProcessingSizeInFrames, MaxFFTSize, 2, useBackgroundThreads)); { // Synchronize with process(). MutexLocker locker(m_processLock); m_reverb = reverb.release(); m_buffer = buffer; } } AudioBuffer* ConvolverNode::buffer() { ASSERT(isMainThread()); return m_buffer.get(); } } // namespace WebCore #endif // ENABLE(WEB_AUDIO)