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Side by Side Diff: third_party/WebKit/Source/platform/audio/DynamicsCompressor.h

Issue 1557363002: Remove the WEB_AUDIO compile time flag (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 11 months ago
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1 /* 1 /*
2 * Copyright (C) 2011 Google Inc. All rights reserved. 2 * Copyright (C) 2011 Google Inc. All rights reserved.
3 * 3 *
4 * Redistribution and use in source and binary forms, with or without 4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions 5 * modification, are permitted provided that the following conditions
6 * are met: 6 * are met:
7 * 7 *
8 * 1. Redistributions of source code must retain the above copyright 8 * 1. Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer. 9 * notice, this list of conditions and the following disclaimer.
10 * 2. Redistributions in binary form must reproduce the above copyright 10 * 2. Redistributions in binary form must reproduce the above copyright
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29 #ifndef DynamicsCompressor_h 29 #ifndef DynamicsCompressor_h
30 #define DynamicsCompressor_h 30 #define DynamicsCompressor_h
31 31
32 #include "platform/audio/AudioArray.h" 32 #include "platform/audio/AudioArray.h"
33 #include "platform/audio/DynamicsCompressorKernel.h" 33 #include "platform/audio/DynamicsCompressorKernel.h"
34 #include "platform/audio/ZeroPole.h" 34 #include "platform/audio/ZeroPole.h"
35 #include "wtf/Allocator.h" 35 #include "wtf/Allocator.h"
36 #include "wtf/Noncopyable.h" 36 #include "wtf/Noncopyable.h"
37 #include "wtf/OwnPtr.h" 37 #include "wtf/OwnPtr.h"
38 38
39 #if ENABLE(WEB_AUDIO)
40
41 namespace blink { 39 namespace blink {
42 40
43 class AudioBus; 41 class AudioBus;
44 42
45 // DynamicsCompressor implements a flexible audio dynamics compression effect su ch as 43 // DynamicsCompressor implements a flexible audio dynamics compression effect su ch as
46 // is commonly used in musical production and game audio. It lowers the volume 44 // is commonly used in musical production and game audio. It lowers the volume
47 // of the loudest parts of the signal and raises the volume of the softest parts , 45 // of the loudest parts of the signal and raises the volume of the softest parts ,
48 // making the sound richer, fuller, and more controlled. 46 // making the sound richer, fuller, and more controlled.
49 47
50 class PLATFORM_EXPORT DynamicsCompressor { 48 class PLATFORM_EXPORT DynamicsCompressor {
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102 100
103 OwnPtr<const float*[]> m_sourceChannels; 101 OwnPtr<const float*[]> m_sourceChannels;
104 OwnPtr<float*[]> m_destinationChannels; 102 OwnPtr<float*[]> m_destinationChannels;
105 103
106 // The core compressor. 104 // The core compressor.
107 DynamicsCompressorKernel m_compressor; 105 DynamicsCompressorKernel m_compressor;
108 }; 106 };
109 107
110 } // namespace blink 108 } // namespace blink
111 109
112 #endif // ENABLE(WEB_AUDIO)
113
114 #endif // DynamicsCompressor_h 110 #endif // DynamicsCompressor_h
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