/* * Copyright (C) 2010, Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #if ENABLE(WEB_AUDIO) #include "ConvolverNode.h" #include "AudioBuffer.h" #include "AudioContext.h" #include "AudioNodeInput.h" #include "AudioNodeOutput.h" #include "ExceptionCode.h" #include "Reverb.h" #include // Note about empirical tuning: // The maximum FFT size affects reverb performance and accuracy. // If the reverb is single-threaded and processes entirely in the real-time audio thread, // it's important not to make this too high. In this case 8192 is a good value. // But, the Reverb object is multi-threaded, so we want this as high as possible without losing too much accuracy. // Very large FFTs will have worse phase errors. Given these constraints 32768 is a good compromise. const size_t MaxFFTSize = 32768; namespace WebCore { ConvolverNode::ConvolverNode(AudioContext& context, float sampleRate) : AudioNode(context, sampleRate) , m_normalize(true) { addInput(std::make_unique(this)); addOutput(std::make_unique(this, 2)); // Node-specific default mixing rules. m_channelCount = 2; m_channelCountMode = ClampedMax; m_channelInterpretation = AudioBus::Speakers; setNodeType(NodeTypeConvolver); initialize(); } ConvolverNode::~ConvolverNode() { uninitialize(); } void ConvolverNode::process(size_t framesToProcess) { AudioBus* outputBus = output(0)->bus(); ASSERT(outputBus); // Synchronize with possible dynamic changes to the impulse response. std::unique_lock lock(m_processMutex, std::try_to_lock); if (!lock.owns_lock()) { // Too bad - the try_lock() failed. We must be in the middle of setting a new impulse response. outputBus->zero(); return; } if (!isInitialized() || !m_reverb.get()) outputBus->zero(); else { // Process using the convolution engine. // Note that we can handle the case where nothing is connected to the input, in which case we'll just feed silence into the convolver. // FIXME: If we wanted to get fancy we could try to factor in the 'tail time' and stop processing once the tail dies down if // we keep getting fed silence. m_reverb->process(input(0)->bus(), outputBus, framesToProcess); } } void ConvolverNode::reset() { std::lock_guard lock(m_processMutex); if (m_reverb) m_reverb->reset(); } void ConvolverNode::initialize() { if (isInitialized()) return; AudioNode::initialize(); } void ConvolverNode::uninitialize() { if (!isInitialized()) return; m_reverb = nullptr; AudioNode::uninitialize(); } void ConvolverNode::setBuffer(AudioBuffer* buffer, ExceptionCode& ec) { ASSERT(isMainThread()); if (!buffer) return; if (buffer->sampleRate() != context().sampleRate()) { ec = NOT_SUPPORTED_ERR; return; } unsigned numberOfChannels = buffer->numberOfChannels(); size_t bufferLength = buffer->length(); // The current implementation supports up to four channel impulse responses, which are interpreted as true-stereo (see Reverb class). bool isBufferGood = numberOfChannels > 0 && numberOfChannels <= 4 && bufferLength; ASSERT(isBufferGood); if (!isBufferGood) return; // Wrap the AudioBuffer by an AudioBus. It's an efficient pointer set and not a memcpy(). // This memory is simply used in the Reverb constructor and no reference to it is kept for later use in that class. RefPtr bufferBus = AudioBus::create(numberOfChannels, bufferLength, false); for (unsigned i = 0; i < numberOfChannels; ++i) bufferBus->setChannelMemory(i, buffer->getChannelData(i)->data(), bufferLength); bufferBus->setSampleRate(buffer->sampleRate()); // Create the reverb with the given impulse response. bool useBackgroundThreads = !context().isOfflineContext(); auto reverb = std::make_unique(bufferBus.get(), AudioNode::ProcessingSizeInFrames, MaxFFTSize, 2, useBackgroundThreads, m_normalize); { // Synchronize with process(). std::lock_guard lock(m_processMutex); m_reverb = WTFMove(reverb); m_buffer = buffer; } } AudioBuffer* ConvolverNode::buffer() { ASSERT(isMainThread()); return m_buffer.get(); } double ConvolverNode::tailTime() const { return m_reverb ? m_reverb->impulseResponseLength() / static_cast(sampleRate()) : 0; } double ConvolverNode::latencyTime() const { return m_reverb ? m_reverb->latencyFrames() / static_cast(sampleRate()) : 0; } } // namespace WebCore #endif // ENABLE(WEB_AUDIO)