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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 |
| (...skipping 16 matching lines...) Expand all Loading... |
| 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 <memory> | 37 #include "wtf/OwnPtr.h" |
| 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 std::unique_ptr<const float*[]> m_sourceChannels; | 101 OwnPtr<const float*[]> m_sourceChannels; |
| 102 std::unique_ptr<float*[]> m_destinationChannels; | 102 OwnPtr<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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