content/media/webaudio/blink/ReverbConvolver.h
author Ehsan Akhgari <ehsan@mozilla.com>
Mon, 10 Jun 2013 16:08:38 -0400
changeset 134587 6bed30223d8f63012b88f9ae9faaf44dd88d0911
child 134588 b7efc129d2b1a487e5aa79eede28cc9c4dfb92a9
permissions -rw-r--r--
Bug 815643 - Part 3: Import the Convolution processing implementation from Blink; r=roc The original code was copied from Blink SVN revision 150518.

/*
 * Copyright (C) 2010 Google Inc. All rights reserved.
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 * modification, are permitted provided that the following conditions
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 *     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
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#ifndef ReverbConvolver_h
#define ReverbConvolver_h

#include "core/platform/audio/AudioArray.h"
#include "core/platform/audio/DirectConvolver.h"
#include "core/platform/audio/FFTConvolver.h"
#include "core/platform/audio/ReverbAccumulationBuffer.h"
#include "core/platform/audio/ReverbConvolverStage.h"
#include "core/platform/audio/ReverbInputBuffer.h"
#include <wtf/OwnPtr.h>
#include <wtf/RefCounted.h>
#include <wtf/Threading.h>
#include <wtf/Vector.h>

namespace WebCore {

class AudioChannel;

class 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* impulseResponse, size_t renderSliceSize, size_t maxFFTSize, size_t convolverRenderPhase, bool useBackgroundThreads);
    ~ReverbConvolver();

    void process(const AudioChannel* sourceChannel, AudioChannel* destinationChannel, size_t framesToProcess);
    void reset();

    size_t impulseResponseLength() const { return m_impulseResponseLength; }

    ReverbInputBuffer* inputBuffer() { return &m_inputBuffer; }

    bool useBackgroundThreads() const { return m_useBackgroundThreads; }
    void backgroundThreadEntry();

    size_t latencyFrames() const;
private:
    Vector<OwnPtr<ReverbConvolverStage> > m_stages;
    Vector<OwnPtr<ReverbConvolverStage> > m_backgroundStages;
    size_t m_impulseResponseLength;

    ReverbAccumulationBuffer m_accumulationBuffer;

    // One or more background threads read from this input buffer which is fed from the realtime thread.
    ReverbInputBuffer m_inputBuffer;

    // First stage will be of size m_minFFTSize.  Each next stage will be twice as big until we hit m_maxFFTSize.
    size_t m_minFFTSize;
    size_t m_maxFFTSize;

    // But don't exceed this size in the real-time thread (if we're doing background processing).
    size_t m_maxRealtimeFFTSize;

    // Background thread and synchronization
    bool m_useBackgroundThreads;
    ThreadIdentifier m_backgroundThread;
    bool m_wantsToExit;
    bool m_moreInputBuffered;
    mutable Mutex m_backgroundThreadLock;
    mutable ThreadCondition m_backgroundThreadCondition;
};

} // namespace WebCore

#endif // ReverbConvolver_h