1 | /* |
2 | Copyright 2018 Google Inc. All Rights Reserved. |
3 | |
4 | Licensed under the Apache License, Version 2.0 (the "License"); |
5 | you may not use this file except in compliance with the License. |
6 | You may obtain a copy of the License at |
7 | |
8 | http://www.apache.org/licenses/LICENSE-2.0 |
9 | |
10 | Unless required by applicable law or agreed to in writing, software |
11 | distributed under the License is distributed on an "AS-IS" BASIS, |
12 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
13 | See the License for the specific language governing permissions and |
14 | limitations under the License. |
15 | */ |
16 | |
17 | #include "graph/gain_node.h" |
18 | |
19 | #include <cmath> |
20 | |
21 | |
22 | #include "dsp/gain.h" |
23 | |
24 | namespace vraudio { |
25 | |
26 | GainNode::GainNode(SourceId source_id, size_t num_channels, |
27 | const AttenuationType& attenuation_type, |
28 | const SystemSettings& system_settings) |
29 | : num_channels_(num_channels), |
30 | attenuation_type_(attenuation_type), |
31 | gain_processors_(num_channels_), |
32 | system_settings_(system_settings), |
33 | output_buffer_(num_channels, system_settings.GetFramesPerBuffer()) { |
34 | DCHECK_GT(num_channels, 0U); |
35 | output_buffer_.set_source_id(source_id); |
36 | } |
37 | |
38 | const AudioBuffer* GainNode::AudioProcess(const NodeInput& input) { |
39 | |
40 | |
41 | const AudioBuffer* input_buffer = input.GetSingleInput(); |
42 | DCHECK(input_buffer); |
43 | DCHECK_EQ(input_buffer->num_channels(), num_channels_); |
44 | DCHECK_EQ(input_buffer->source_id(), output_buffer_.source_id()); |
45 | |
46 | const auto source_parameters = |
47 | system_settings_.GetSourceParameters(source_id: input_buffer->source_id()); |
48 | if (source_parameters == nullptr) { |
49 | LOG(WARNING) << "Could not find source parameters" ; |
50 | return nullptr; |
51 | } |
52 | |
53 | const float current_gain = gain_processors_[0].GetGain(); |
54 | const float target_gain = source_parameters->attenuations[attenuation_type_]; |
55 | if (IsGainNearZero(gain: target_gain) && IsGainNearZero(gain: current_gain)) { |
56 | // Make sure the gain processors are initialized. |
57 | for (size_t i = 0; i < num_channels_; ++i) { |
58 | gain_processors_[i].Reset(gain: 0.0f); |
59 | } |
60 | // Skip processing in case of zero gain. |
61 | return nullptr; |
62 | } |
63 | if (IsGainNearUnity(gain: target_gain) && IsGainNearUnity(gain: current_gain)) { |
64 | // Make sure the gain processors are initialized. |
65 | for (size_t i = 0; i < num_channels_; ++i) { |
66 | gain_processors_[i].Reset(gain: 1.0f); |
67 | } |
68 | // Skip processing in case of unity gain. |
69 | return input_buffer; |
70 | } |
71 | |
72 | // Apply the gain to each input buffer channel. |
73 | for (size_t i = 0; i < num_channels_; ++i) { |
74 | gain_processors_[i].ApplyGain(target_gain, input: (*input_buffer)[i], |
75 | output: &output_buffer_[i], |
76 | accumulate_output: false /* accumulate_output */); |
77 | } |
78 | |
79 | return &output_buffer_; |
80 | } |
81 | |
82 | } // namespace vraudio |
83 | |