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* Copyright (C) 2010 Google Inc. All rights reserved.
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ReverbAccumulationBuffer_h
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#define ReverbAccumulationBuffer_h
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#include "AudioArray.h"
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// ReverbAccumulationBuffer is a circular delay buffer with one client reading from it and multiple clients
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// writing/accumulating to it at different delay offsets from the read position. The read operation will zero the memory
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// just read from the buffer, so it will be ready for accumulation the next time around.
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class ReverbAccumulationBuffer {
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ReverbAccumulationBuffer(size_t length);
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// This will read from, then clear-out numberOfFrames
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void readAndClear(float* destination, size_t numberOfFrames);
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// Each ReverbConvolverStage will accumulate its output at the appropriate delay from the read position.
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// We need to pass in and update readIndex here, since each ReverbConvolverStage may be running in
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// a different thread than the realtime thread calling ReadAndClear() and maintaining m_readIndex
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// Returns the writeIndex where the accumulation took place
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int accumulate(float* source, size_t numberOfFrames, int* readIndex, size_t delayFrames);
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size_t readIndex() const { return m_readIndex; }
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void updateReadIndex(int* readIndex, size_t numberOfFrames) const;
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size_t readTimeFrame() const { return m_readTimeFrame; }
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AudioFloatArray m_buffer;
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size_t m_readTimeFrame; // for debugging (frame on continuous timeline)
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} // namespace WebCore
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#endif // ReverbAccumulationBuffer_h