зеркало из https://github.com/mozilla/gecko-dev.git
b=857610 remove unnecessary HRTFPanner loop as a block is always the same size r=padenot
--HG-- extra : rebase_source : 6325ac6ad4ee25c6b0facaaec27d1a0a25772107
This commit is contained in:
Родитель
b4147c8c5c
Коммит
83baad2302
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@ -302,7 +302,7 @@ PannerNodeEngine::HRTFPanningFunction(const AudioChunk& aInput,
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}
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}
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mHRTFPanner->pan(azimuth, elevation, &input, aOutput, WEBAUDIO_BLOCK_SIZE);
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mHRTFPanner->pan(azimuth, elevation, &input, aOutput);
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}
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void
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@ -40,7 +40,7 @@ namespace WebCore {
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const double MaxDelayTimeSeconds = 0.002;
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const int UninitializedAzimuth = -1;
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const unsigned RenderingQuantum = 128;
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const unsigned RenderingQuantum = WEBAUDIO_BLOCK_SIZE;
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HRTFPanner::HRTFPanner(float sampleRate, mozilla::TemporaryRef<HRTFDatabaseLoader> databaseLoader)
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: m_databaseLoader(databaseLoader)
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@ -115,15 +115,15 @@ int HRTFPanner::calculateDesiredAzimuthIndexAndBlend(double azimuth, double& azi
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return desiredAzimuthIndex;
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}
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void HRTFPanner::pan(double desiredAzimuth, double elevation, const AudioChunk* inputBus, AudioChunk* outputBus, TrackTicks framesToProcess)
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void HRTFPanner::pan(double desiredAzimuth, double elevation, const AudioChunk* inputBus, AudioChunk* outputBus)
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{
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unsigned numInputChannels =
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inputBus->IsNull() ? 0 : inputBus->mChannelData.Length();
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MOZ_ASSERT(numInputChannels <= 2);
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MOZ_ASSERT(framesToProcess <= inputBus->mDuration);
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MOZ_ASSERT(inputBus->mDuration == WEBAUDIO_BLOCK_SIZE);
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bool isOutputGood = outputBus && outputBus->mChannelData.Length() == 2 && framesToProcess <= outputBus->mDuration;
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bool isOutputGood = outputBus && outputBus->mChannelData.Length() == 2 && outputBus->mDuration == WEBAUDIO_BLOCK_SIZE;
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MOZ_ASSERT(isOutputGood);
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if (!isOutputGood) {
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@ -197,95 +197,79 @@ void HRTFPanner::pan(double desiredAzimuth, double elevation, const AudioChunk*
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}
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}
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// This algorithm currently requires that we process in power-of-two size chunks at least RenderingQuantum.
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MOZ_ASSERT(framesToProcess && 0 == (framesToProcess & (framesToProcess - 1)));
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MOZ_ASSERT(framesToProcess >= RenderingQuantum);
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// Get the HRTFKernels and interpolated delays.
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HRTFKernel* kernelL1;
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HRTFKernel* kernelR1;
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HRTFKernel* kernelL2;
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HRTFKernel* kernelR2;
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double frameDelayL1;
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double frameDelayR1;
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double frameDelayL2;
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double frameDelayR2;
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database->getKernelsFromAzimuthElevation(azimuthBlend, m_azimuthIndex1, m_elevation1, kernelL1, kernelR1, frameDelayL1, frameDelayR1);
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database->getKernelsFromAzimuthElevation(azimuthBlend, m_azimuthIndex2, m_elevation2, kernelL2, kernelR2, frameDelayL2, frameDelayR2);
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const unsigned framesPerSegment = RenderingQuantum;
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const unsigned numberOfSegments = framesToProcess / framesPerSegment;
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bool areKernelsGood = kernelL1 && kernelR1 && kernelL2 && kernelR2;
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MOZ_ASSERT(areKernelsGood);
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if (!areKernelsGood) {
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outputBus->SetNull(outputBus->mDuration);
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return;
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}
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for (unsigned segment = 0; segment < numberOfSegments; ++segment) {
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// Get the HRTFKernels and interpolated delays.
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HRTFKernel* kernelL1;
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HRTFKernel* kernelR1;
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HRTFKernel* kernelL2;
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HRTFKernel* kernelR2;
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double frameDelayL1;
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double frameDelayR1;
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double frameDelayL2;
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double frameDelayR2;
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database->getKernelsFromAzimuthElevation(azimuthBlend, m_azimuthIndex1, m_elevation1, kernelL1, kernelR1, frameDelayL1, frameDelayR1);
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database->getKernelsFromAzimuthElevation(azimuthBlend, m_azimuthIndex2, m_elevation2, kernelL2, kernelR2, frameDelayL2, frameDelayR2);
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MOZ_ASSERT(frameDelayL1 / sampleRate() < MaxDelayTimeSeconds && frameDelayR1 / sampleRate() < MaxDelayTimeSeconds);
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MOZ_ASSERT(frameDelayL2 / sampleRate() < MaxDelayTimeSeconds && frameDelayR2 / sampleRate() < MaxDelayTimeSeconds);
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bool areKernelsGood = kernelL1 && kernelR1 && kernelL2 && kernelR2;
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MOZ_ASSERT(areKernelsGood);
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if (!areKernelsGood) {
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outputBus->SetNull(outputBus->mDuration);
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return;
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// Crossfade inter-aural delays based on transitions.
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double frameDelayL = (1 - m_crossfadeX) * frameDelayL1 + m_crossfadeX * frameDelayL2;
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double frameDelayR = (1 - m_crossfadeX) * frameDelayR1 + m_crossfadeX * frameDelayR2;
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// First run through delay lines for inter-aural time difference.
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m_delayLineL.Process(frameDelayL, &sourceL, &destinationL, 1, WEBAUDIO_BLOCK_SIZE);
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m_delayLineR.Process(frameDelayR, &sourceR, &destinationR, 1, WEBAUDIO_BLOCK_SIZE);
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bool needsCrossfading = m_crossfadeIncr;
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// Have the convolvers render directly to the final destination if we're not cross-fading.
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float* convolutionDestinationL1 = needsCrossfading ? m_tempL1.Elements() : destinationL;
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float* convolutionDestinationR1 = needsCrossfading ? m_tempR1.Elements() : destinationR;
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float* convolutionDestinationL2 = needsCrossfading ? m_tempL2.Elements() : destinationL;
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float* convolutionDestinationR2 = needsCrossfading ? m_tempR2.Elements() : destinationR;
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// Now do the convolutions.
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// Note that we avoid doing convolutions on both sets of convolvers if we're not currently cross-fading.
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if (m_crossfadeSelection == CrossfadeSelection1 || needsCrossfading) {
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m_convolverL1.process(kernelL1->fftFrame(), destinationL, convolutionDestinationL1, WEBAUDIO_BLOCK_SIZE);
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m_convolverR1.process(kernelR1->fftFrame(), destinationR, convolutionDestinationR1, WEBAUDIO_BLOCK_SIZE);
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}
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if (m_crossfadeSelection == CrossfadeSelection2 || needsCrossfading) {
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m_convolverL2.process(kernelL2->fftFrame(), destinationL, convolutionDestinationL2, WEBAUDIO_BLOCK_SIZE);
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m_convolverR2.process(kernelR2->fftFrame(), destinationR, convolutionDestinationR2, WEBAUDIO_BLOCK_SIZE);
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}
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if (needsCrossfading) {
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// Apply linear cross-fade.
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float x = m_crossfadeX;
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float incr = m_crossfadeIncr;
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for (unsigned i = 0; i < WEBAUDIO_BLOCK_SIZE; ++i) {
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destinationL[i] = (1 - x) * convolutionDestinationL1[i] + x * convolutionDestinationL2[i];
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destinationR[i] = (1 - x) * convolutionDestinationR1[i] + x * convolutionDestinationR2[i];
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x += incr;
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}
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// Update cross-fade value from local.
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m_crossfadeX = x;
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MOZ_ASSERT(frameDelayL1 / sampleRate() < MaxDelayTimeSeconds && frameDelayR1 / sampleRate() < MaxDelayTimeSeconds);
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MOZ_ASSERT(frameDelayL2 / sampleRate() < MaxDelayTimeSeconds && frameDelayR2 / sampleRate() < MaxDelayTimeSeconds);
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// Crossfade inter-aural delays based on transitions.
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double frameDelayL = (1 - m_crossfadeX) * frameDelayL1 + m_crossfadeX * frameDelayL2;
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double frameDelayR = (1 - m_crossfadeX) * frameDelayR1 + m_crossfadeX * frameDelayR2;
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// Calculate the source and destination pointers for the current segment.
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unsigned offset = segment * framesPerSegment;
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const float* segmentSourceL = sourceL ? sourceL + offset : nullptr;
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const float* segmentSourceR = sourceR ? sourceR + offset : nullptr;
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float* segmentDestinationL = destinationL + offset;
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float* segmentDestinationR = destinationR + offset;
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// First run through delay lines for inter-aural time difference.
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m_delayLineL.Process(frameDelayL, &segmentSourceL, &segmentDestinationL, 1, framesPerSegment);
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m_delayLineR.Process(frameDelayR, &segmentSourceR, &segmentDestinationR, 1, framesPerSegment);
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bool needsCrossfading = m_crossfadeIncr;
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// Have the convolvers render directly to the final destination if we're not cross-fading.
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float* convolutionDestinationL1 = needsCrossfading ? m_tempL1.Elements() : segmentDestinationL;
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float* convolutionDestinationR1 = needsCrossfading ? m_tempR1.Elements() : segmentDestinationR;
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float* convolutionDestinationL2 = needsCrossfading ? m_tempL2.Elements() : segmentDestinationL;
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float* convolutionDestinationR2 = needsCrossfading ? m_tempR2.Elements() : segmentDestinationR;
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// Now do the convolutions.
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// Note that we avoid doing convolutions on both sets of convolvers if we're not currently cross-fading.
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if (m_crossfadeSelection == CrossfadeSelection1 || needsCrossfading) {
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m_convolverL1.process(kernelL1->fftFrame(), segmentDestinationL, convolutionDestinationL1, framesPerSegment);
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m_convolverR1.process(kernelR1->fftFrame(), segmentDestinationR, convolutionDestinationR1, framesPerSegment);
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}
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if (m_crossfadeSelection == CrossfadeSelection2 || needsCrossfading) {
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m_convolverL2.process(kernelL2->fftFrame(), segmentDestinationL, convolutionDestinationL2, framesPerSegment);
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m_convolverR2.process(kernelR2->fftFrame(), segmentDestinationR, convolutionDestinationR2, framesPerSegment);
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}
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if (needsCrossfading) {
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// Apply linear cross-fade.
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float x = m_crossfadeX;
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float incr = m_crossfadeIncr;
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for (unsigned i = 0; i < framesPerSegment; ++i) {
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segmentDestinationL[i] = (1 - x) * convolutionDestinationL1[i] + x * convolutionDestinationL2[i];
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segmentDestinationR[i] = (1 - x) * convolutionDestinationR1[i] + x * convolutionDestinationR2[i];
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x += incr;
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}
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// Update cross-fade value from local.
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m_crossfadeX = x;
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if (m_crossfadeIncr > 0 && fabs(m_crossfadeX - 1) < m_crossfadeIncr) {
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// We've fully made the crossfade transition from 1 -> 2.
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m_crossfadeSelection = CrossfadeSelection2;
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m_crossfadeX = 1;
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m_crossfadeIncr = 0;
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} else if (m_crossfadeIncr < 0 && fabs(m_crossfadeX) < -m_crossfadeIncr) {
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// We've fully made the crossfade transition from 2 -> 1.
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m_crossfadeSelection = CrossfadeSelection1;
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m_crossfadeX = 0;
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m_crossfadeIncr = 0;
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}
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if (m_crossfadeIncr > 0 && fabs(m_crossfadeX - 1) < m_crossfadeIncr) {
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// We've fully made the crossfade transition from 1 -> 2.
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m_crossfadeSelection = CrossfadeSelection2;
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m_crossfadeX = 1;
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m_crossfadeIncr = 0;
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} else if (m_crossfadeIncr < 0 && fabs(m_crossfadeX) < -m_crossfadeIncr) {
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// We've fully made the crossfade transition from 2 -> 1.
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m_crossfadeSelection = CrossfadeSelection1;
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m_crossfadeX = 0;
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m_crossfadeIncr = 0;
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}
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}
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}
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@ -43,8 +43,8 @@ public:
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HRTFPanner(float sampleRate, mozilla::TemporaryRef<HRTFDatabaseLoader> databaseLoader);
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~HRTFPanner();
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// framesToProcess must be a power of 2 and greater than 128
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void pan(double azimuth, double elevation, const AudioChunk* inputBus, AudioChunk* outputBus, mozilla::TrackTicks framesToProcess);
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// chunk durations must be 128
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void pan(double azimuth, double elevation, const AudioChunk* inputBus, AudioChunk* outputBus);
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void reset();
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size_t fftSize() const { return m_convolverL1.fftSize(); }
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