/* * 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 ReverbAccumulationBuffer_h #define ReverbAccumulationBuffer_h #include "AudioFloatArray.h" namespace WebCore { // 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 ReverbAccumulationBuffer { public: ReverbAccumulationBuffer(size_t length); // This will read from, then clear-out numberOfFrames void readAndClear(float* destination, size_t numberOfFrames); // 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 numberOfFrames, int* readIndex, size_t delayFrames); size_t readIndex() const { return m_readIndex; } void updateReadIndex(int* readIndex, size_t numberOfFrames) const; size_t readTimeFrame() const { return m_readTimeFrame; } void reset(); private: AudioFloatArray m_buffer; size_t m_readIndex; size_t m_readTimeFrame; // for debugging (frame on continuous timeline) }; } // namespace WebCore #endif // ReverbAccumulationBuffer_h