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/*
Copyright 2018 Google Inc. All Rights Reserved.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS-IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
#include "graph/reflections_node.h"
#include "base/constants_and_types.h"
#include "base/logging.h"
#include "base/misc_math.h"
namespace vraudio {
ReflectionsNode::ReflectionsNode(const SystemSettings& system_settings)
: system_settings_(system_settings),
reflections_processor_(system_settings_.GetSampleRateHz(),
system_settings_.GetFramesPerBuffer()),
num_frames_processed_on_empty_input_(
system_settings_.GetFramesPerBuffer()),
output_buffer_(kNumFirstOrderAmbisonicChannels,
system_settings_.GetFramesPerBuffer()),
silence_mono_buffer_(kNumMonoChannels,
system_settings_.GetFramesPerBuffer()) {
silence_mono_buffer_.Clear();
EnableProcessOnEmptyInput(true);
}
void ReflectionsNode::Update() {
const auto& current_reflection_properties = reflection_properties_;
const auto& new_reflection_properties =
system_settings_.GetReflectionProperties();
const bool room_position_changed =
!EqualSafe(std::begin(current_reflection_properties.room_position),
std::end(current_reflection_properties.room_position),
std::begin(new_reflection_properties.room_position),
std::end(new_reflection_properties.room_position));
const bool room_rotation_changed =
!EqualSafe(std::begin(current_reflection_properties.room_rotation),
std::end(current_reflection_properties.room_rotation),
std::begin(new_reflection_properties.room_rotation),
std::end(new_reflection_properties.room_rotation));
const bool room_dimensions_changed =
!EqualSafe(std::begin(current_reflection_properties.room_dimensions),
std::end(current_reflection_properties.room_dimensions),
std::begin(new_reflection_properties.room_dimensions),
std::end(new_reflection_properties.room_dimensions));
const bool cutoff_frequency_changed =
current_reflection_properties.cutoff_frequency !=
new_reflection_properties.cutoff_frequency;
const bool coefficients_changed =
!EqualSafe(std::begin(current_reflection_properties.coefficients),
std::end(current_reflection_properties.coefficients),
std::begin(new_reflection_properties.coefficients),
std::end(new_reflection_properties.coefficients));
const auto& current_listener_position = listener_position_;
const auto& new_listener_position = system_settings_.GetHeadPosition();
const bool listener_position_changed =
current_listener_position != new_listener_position;
if (room_position_changed || room_rotation_changed ||
room_dimensions_changed || cutoff_frequency_changed ||
coefficients_changed || listener_position_changed) {
// Update reflections processor if necessary.
reflection_properties_ = new_reflection_properties;
listener_position_ = new_listener_position;
reflections_processor_.Update(reflection_properties_, listener_position_);
}
}
const AudioBuffer* ReflectionsNode::AudioProcess(const NodeInput& input) {
const AudioBuffer* input_buffer = input.GetSingleInput();
const size_t num_frames = system_settings_.GetFramesPerBuffer();
if (input_buffer == nullptr) {
// If we have no input, generate a silent input buffer until the node states
// are cleared.
if (num_frames_processed_on_empty_input_ <
reflections_processor_.num_frames_to_process_on_empty_input()) {
num_frames_processed_on_empty_input_ += num_frames;
input_buffer = &silence_mono_buffer_;
} else {
// Skip processing entirely when the states are fully cleared.
return nullptr;
}
} else {
num_frames_processed_on_empty_input_ = 0;
DCHECK_EQ(input_buffer->num_channels(), kNumMonoChannels);
}
output_buffer_.Clear();
reflections_processor_.Process(*input_buffer, &output_buffer_);
// Rotate the reflections with respect to listener's orientation.
const WorldRotation inverse_head_rotation =
system_settings_.GetHeadRotation().conjugate();
foa_rotator_.Process(inverse_head_rotation, output_buffer_, &output_buffer_);
// Copy buffer parameters.
return &output_buffer_;
}
} // namespace vraudio
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