blob: dc9f643e7c3dec59ac0f4ac47892656daade7703 [file] [log] [blame]
/*
* 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 ReverbInputBuffer_h
#define ReverbInputBuffer_h
#include "platform/PlatformExport.h"
#include "platform/audio/AudioArray.h"
#include "wtf/Allocator.h"
#include "wtf/Noncopyable.h"
namespace blink {
// ReverbInputBuffer is used to buffer input samples for deferred processing by
// the background threads.
class PLATFORM_EXPORT ReverbInputBuffer {
DISALLOW_NEW();
WTF_MAKE_NONCOPYABLE(ReverbInputBuffer);
public:
ReverbInputBuffer(size_t length);
// The realtime audio thread keeps writing samples here.
// The assumption is that the buffer's length is evenly divisible by
// numberOfFrames (for nearly all cases this will be fine).
// FIXME: remove numberOfFrames restriction...
void write(const float* sourceP, size_t numberOfFrames);
// Background threads can call this to check if there's anything to read...
size_t writeIndex() const { return m_writeIndex; }
// The individual background threads read here (and hope that they can keep up
// with the buffer writing).
// readIndex is updated with the next readIndex to read from...
// The assumption is that the buffer's length is evenly divisible by
// numberOfFrames.
// FIXME: remove numberOfFrames restriction...
float* directReadFrom(int* readIndex, size_t numberOfFrames);
void reset();
private:
AudioFloatArray m_buffer;
size_t m_writeIndex;
};
} // namespace blink
#endif // ReverbInputBuffer_h