OLD | NEW |
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 22 matching lines...) Expand all Loading... |
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 <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 |
44 // is commonly used in musical production and game audio. It lowers the volume | 44 // such as is commonly used in musical production and game audio. It lowers the |
45 // of the loudest parts of the signal and raises the volume of the softest parts
, | 45 // volume of the loudest parts of the signal and raises the volume of the |
46 // making the sound richer, fuller, and more controlled. | 46 // softest parts, making the sound richer, fuller, and more controlled. |
47 | 47 |
48 class PLATFORM_EXPORT DynamicsCompressor { | 48 class PLATFORM_EXPORT DynamicsCompressor { |
49 USING_FAST_MALLOC(DynamicsCompressor); | 49 USING_FAST_MALLOC(DynamicsCompressor); |
50 WTF_MAKE_NONCOPYABLE(DynamicsCompressor); | 50 WTF_MAKE_NONCOPYABLE(DynamicsCompressor); |
51 | 51 |
52 public: | 52 public: |
53 enum { | 53 enum { |
54 ParamThreshold, | 54 ParamThreshold, |
55 ParamKnee, | 55 ParamKnee, |
56 ParamRatio, | 56 ParamRatio, |
(...skipping 49 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
106 std::unique_ptr<const float* []> m_sourceChannels; | 106 std::unique_ptr<const float* []> m_sourceChannels; |
107 std::unique_ptr<float* []> m_destinationChannels; | 107 std::unique_ptr<float* []> m_destinationChannels; |
108 | 108 |
109 // The core compressor. | 109 // The core compressor. |
110 DynamicsCompressorKernel m_compressor; | 110 DynamicsCompressorKernel m_compressor; |
111 }; | 111 }; |
112 | 112 |
113 } // namespace blink | 113 } // namespace blink |
114 | 114 |
115 #endif // DynamicsCompressor_h | 115 #endif // DynamicsCompressor_h |
OLD | NEW |