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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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26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
27 */ | 27 */ |
28 | 28 |
29 #ifndef DynamicsCompressor_h | 29 #ifndef DynamicsCompressor_h |
30 #define DynamicsCompressor_h | 30 #define DynamicsCompressor_h |
31 | 31 |
32 #include "core/platform/audio/AudioArray.h" | 32 #include "core/platform/audio/AudioArray.h" |
33 #include "core/platform/audio/DynamicsCompressorKernel.h" | 33 #include "core/platform/audio/DynamicsCompressorKernel.h" |
34 #include "core/platform/audio/ZeroPole.h" | 34 #include "core/platform/audio/ZeroPole.h" |
35 | 35 |
36 #include <wtf/OwnArrayPtr.h> | 36 #include "wtf/OwnArrayPtr.h" |
37 | 37 |
38 namespace WebCore { | 38 namespace WebCore { |
39 | 39 |
40 class AudioBus; | 40 class AudioBus; |
41 | 41 |
42 // DynamicsCompressor implements a flexible audio dynamics compression effect su
ch as | 42 // DynamicsCompressor implements a flexible audio dynamics compression effect su
ch as |
43 // is commonly used in musical production and game audio. It lowers the volume | 43 // is commonly used in musical production and game audio. It lowers the volume |
44 // of the loudest parts of the signal and raises the volume of the softest parts
, | 44 // of the loudest parts of the signal and raises the volume of the softest parts
, |
45 // making the sound richer, fuller, and more controlled. | 45 // making the sound richer, fuller, and more controlled. |
46 | 46 |
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109 void setEmphasisStageParameters(unsigned stageIndex, float gain, float norma
lizedFrequency /* 0 -> 1 */); | 109 void setEmphasisStageParameters(unsigned stageIndex, float gain, float norma
lizedFrequency /* 0 -> 1 */); |
110 void setEmphasisParameters(float gain, float anchorFreq, float filterStageRa
tio); | 110 void setEmphasisParameters(float gain, float anchorFreq, float filterStageRa
tio); |
111 | 111 |
112 // The core compressor. | 112 // The core compressor. |
113 DynamicsCompressorKernel m_compressor; | 113 DynamicsCompressorKernel m_compressor; |
114 }; | 114 }; |
115 | 115 |
116 } // namespace WebCore | 116 } // namespace WebCore |
117 | 117 |
118 #endif // DynamicsCompressor_h | 118 #endif // DynamicsCompressor_h |
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