/* * 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. */ #include "third_party/blink/renderer/platform/audio/reverb.h" #include <math.h> #include <algorithm> #include <memory> #include <utility> #include "build/build_config.h" #include "third_party/blink/renderer/platform/audio/audio_bus.h" #include "third_party/blink/renderer/platform/audio/vector_math.h" #include "third_party/blink/renderer/platform/wtf/math_extras.h" #include "third_party/fdlibm/ieee754.h" namespace blink { // Empirical gain calibration tested across many impulse responses to ensure // perceived volume is same as dry (unprocessed) signal const float kGainCalibration = …; const float kGainCalibrationSampleRate = …; // A minimum power value to when normalizing a silent (or very quiet) impulse // response const float kMinPower = …; static float CalculateNormalizationScale(AudioBus* response) { … } Reverb::Reverb(AudioBus* impulse_response, unsigned render_slice_size, unsigned max_fft_size, bool use_background_threads, bool normalize) { … } void Reverb::Initialize(AudioBus* impulse_response_buffer, unsigned render_slice_size, unsigned max_fft_size, bool use_background_threads, float scale) { … } void Reverb::Process(const AudioBus* source_bus, AudioBus* destination_bus, uint32_t frames_to_process) { … } void Reverb::Reset() { … } size_t Reverb::LatencyFrames() const { … } } // namespace blink