Index: third_party/WebKit/Source/platform/audio/Reverb.cpp |
diff --git a/third_party/WebKit/Source/platform/audio/Reverb.cpp b/third_party/WebKit/Source/platform/audio/Reverb.cpp |
index 1f43d7e1f02f1da143b68e68b012d53dfc87091d..f5005ef6c7249d6178ae92d4486817e66a34c803 100644 |
--- a/third_party/WebKit/Source/platform/audio/Reverb.cpp |
+++ b/third_party/WebKit/Source/platform/audio/Reverb.cpp |
@@ -42,11 +42,13 @@ namespace blink { |
using namespace VectorMath; |
-// Empirical gain calibration tested across many impulse responses to ensure perceived volume is same as dry (unprocessed) signal |
+// Empirical gain calibration tested across many impulse responses to ensure |
+// perceived volume is same as dry (unprocessed) signal |
const float GainCalibration = -58; |
const float GainCalibrationSampleRate = 44100; |
-// A minimum power value to when normalizing a silent (or very quiet) impulse response |
+// A minimum power value to when normalizing a silent (or very quiet) impulse |
+// response |
const float MinPower = 0.000125f; |
static float calculateNormalizationScale(AudioBus* response) { |
@@ -103,7 +105,8 @@ Reverb::Reverb(AudioBus* impulseResponse, |
initialize(impulseResponse, renderSliceSize, maxFFTSize, numberOfChannels, |
useBackgroundThreads); |
- // Undo scaling since this shouldn't be a destructive operation on impulseResponse. |
+ // Undo scaling since this shouldn't be a destructive operation on |
+ // impulseResponse. |
// FIXME: What about roundoff? Perhaps consider making a temporary scaled copy |
// instead of scaling and unscaling in place. |
if (normalize && scale) |
@@ -117,7 +120,8 @@ void Reverb::initialize(AudioBus* impulseResponseBuffer, |
bool useBackgroundThreads) { |
m_impulseResponseLength = impulseResponseBuffer->length(); |
- // The reverb can handle a mono impulse response and still do stereo processing |
+ // The reverb can handle a mono impulse response and still do stereo |
+ // processing |
size_t numResponseChannels = impulseResponseBuffer->numberOfChannels(); |
m_convolvers.reserveCapacity(numberOfChannels); |
@@ -133,8 +137,9 @@ void Reverb::initialize(AudioBus* impulseResponseBuffer, |
convolverRenderPhase += renderSliceSize; |
} |
- // For "True" stereo processing we allocate a temporary buffer to avoid repeatedly allocating it in the process() method. |
- // It can be bad to allocate memory in a real-time thread. |
+ // For "True" stereo processing we allocate a temporary buffer to avoid |
+ // repeatedly allocating it in the process() method. It can be bad to |
+ // allocate memory in a real-time thread. |
if (numResponseChannels == 4) |
m_tempBuffer = AudioBus::create(2, MaxFrameSize); |
} |
@@ -143,7 +148,8 @@ void Reverb::process(const AudioBus* sourceBus, |
AudioBus* destinationBus, |
size_t framesToProcess) { |
// Do a fairly comprehensive sanity check. |
- // If these conditions are satisfied, all of the source and destination pointers will be valid for the various matrixing cases. |
+ // If these conditions are satisfied, all of the source and destination |
+ // pointers will be valid for the various matrixing cases. |
bool isSafeToProcess = sourceBus && destinationBus && |
sourceBus->numberOfChannels() > 0 && |
destinationBus->numberOfChannels() > 0 && |
@@ -231,7 +237,8 @@ void Reverb::process(const AudioBus* sourceBus, |
} else if (numInputChannels == 1 && numReverbChannels == 4 && |
numOutputChannels == 2) { |
// 1 -> 4 -> 2 (Processing mono with "True" stereo impulse response) |
- // This is an inefficient use of a four-channel impulse response, but we should handle the case. |
+ // This is an inefficient use of a four-channel impulse response, but we |
+ // should handle the case. |
AudioChannel* destinationChannelR = destinationBus->channel(1); |
AudioChannel* tempChannelL = m_tempBuffer->channel(0); |