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

Issue 2050123002: Remove OwnPtr from Blink. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: First attempt to land. Created 4 years, 6 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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27 */ 27 */
28 28
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 <memory>
38 38
39 namespace blink { 39 namespace blink {
40 40
41 class AudioBus; 41 class AudioBus;
42 42
43 // DynamicsCompressor implements a flexible audio dynamics compression effect su ch as 43 // DynamicsCompressor implements a flexible audio dynamics compression effect su ch as
44 // 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
45 // 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 ,
46 // making the sound richer, fuller, and more controlled. 46 // making the sound richer, fuller, and more controlled.
47 47
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91 float m_parameters[ParamLast]; 91 float m_parameters[ParamLast];
92 void initializeParameters(); 92 void initializeParameters();
93 93
94 float m_sampleRate; 94 float m_sampleRate;
95 95
96 // Emphasis filter controls. 96 // Emphasis filter controls.
97 float m_lastFilterStageRatio; 97 float m_lastFilterStageRatio;
98 float m_lastAnchor; 98 float m_lastAnchor;
99 float m_lastFilterStageGain; 99 float m_lastFilterStageGain;
100 100
101 OwnPtr<const float*[]> m_sourceChannels; 101 std::unique_ptr<const float*[]> m_sourceChannels;
102 OwnPtr<float*[]> m_destinationChannels; 102 std::unique_ptr<float*[]> m_destinationChannels;
103 103
104 // The core compressor. 104 // The core compressor.
105 DynamicsCompressorKernel m_compressor; 105 DynamicsCompressorKernel m_compressor;
106 }; 106 };
107 107
108 } // namespace blink 108 } // namespace blink
109 109
110 #endif // DynamicsCompressor_h 110 #endif // DynamicsCompressor_h
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