/usr/include/svxlink/AsyncAudioDelayLine.h is in libasyncaudio-dev 17.12.1-2.
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@file AsyncAudioDelayLine.h
@brief An audio pipe component to create a delay used for muting
@author Tobias Blomberg / SM0SVX
@date 2006-07-08
\verbatim
Async - A library for programming event driven applications
Copyright (C) 2003-2010 Tobias Blomberg / SM0SVX
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
\endverbatim
*/
#ifndef ASYNC_AUDIO_DELAY_LINE_INCLUDED
#define ASYNC_AUDIO_DELAY_LINE_INCLUDED
/****************************************************************************
*
* System Includes
*
****************************************************************************/
/****************************************************************************
*
* Project Includes
*
****************************************************************************/
#include <AsyncAudioSink.h>
#include <AsyncAudioSource.h>
/****************************************************************************
*
* Local Includes
*
****************************************************************************/
/****************************************************************************
*
* Forward declarations
*
****************************************************************************/
/****************************************************************************
*
* Namespace
*
****************************************************************************/
namespace Async
{
/****************************************************************************
*
* Forward declarations of classes inside of the declared namespace
*
****************************************************************************/
/****************************************************************************
*
* Defines & typedefs
*
****************************************************************************/
/****************************************************************************
*
* Exported Global Variables
*
****************************************************************************/
/****************************************************************************
*
* Class definitions
*
****************************************************************************/
/**
@brief This class implements an audio delay line
@author Tobias Blomberg / SM0SVX
@date 2006-07-08
This class implements an audio delay line. It simply delays the audio with
the specified amount of time. This can be useful if you want to mute audio
based on a slow detector. With a delay line you have the possibility to
mute audio that have passed the detector but have not yet passed through the
delay line.
*/
class AudioDelayLine : public Async::AudioSink, public Async::AudioSource
{
public:
/**
* @brief Constuctor
* @param length_ms The length in milliseconds of the delay line
*/
explicit AudioDelayLine(int length_ms);
/**
* @brief Destructor
*/
~AudioDelayLine(void);
/**
* @brief Set the fade in/out time when muting and clearing
* @param time_ms The time in milliseconds for the fade in/out
*
* When a mute or clear is issued the audio stream will not abruptly
* go to zero. Instead it will fade in and out smoothly to avoid
* popping sounds due to discontinueties in the sample stream.
* The default is 10 milliseconds. Set to 0 to turn off.
*/
void setFadeTime(int time_ms);
/**
* @brief Mute audio
* @param do_mute If \em true mute else unmute
* @param time_ms How much more time in milliseconds to mute (see below)
*
* This function is used to mute audio in the delay line. With time_ms
* equal to zero its function is trivial. Mute incoming audio until
* mute is called with do_mute = false. The time_ms paramter specify how
* much time before (do_mute = true) or time after (do_mute = false)
* should be muted. Negative values are not allowed.
*/
void mute(bool do_mute, int time_ms=0);
/**
* @brief Clear samples in the delay line
* @param time_ms How much time in milliseconds to clear
*
* Will clear the specified amount of samples in the delay line. If a
* clear is issued right before the delay line is flushed, the cleared
* samples will not be flushed. They will be thrown away.
*/
void clear(int time_ms=-1);
/**
* @brief Write samples into the delay line
* @param samples The buffer containing the samples
* @param count The number of samples in the buffer
* @return Returns the number of samples that has been taken care of
*
* This function will write samples into the delay line. It's normally
* only called from a connected source object.
*/
int writeSamples(const float *samples, int count);
/**
* @brief Tell the sink to flush the previously written samples
*
* This function is used to tell the sink to flush previously written
* samples. When done flushing, the sink should call the
* sourceAllSamplesFlushed function.
* This function is normally only called from a connected source object.
*/
void flushSamples(void);
/**
* @brief Resume audio output to the sink
*
* This function must be reimplemented by the inheriting class. It
* will be called when the registered audio sink is ready to
* accept more samples.
* This function is normally only called from a connected sink object.
*/
void resumeOutput(void);
/**
* @brief The registered sink has flushed all samples
*
* This function must be implemented by the inheriting class. It
* will be called when all samples have been flushed in
* the registered sink.
* This function is normally only called from a connected sink object.
*/
void allSamplesFlushed(void);
protected:
private:
static const int DEFAULT_FADE_TIME = 10; // 10ms default fade time
float *buf;
int size;
int ptr;
int flush_cnt;
bool is_muted;
int mute_cnt;
int last_clear;
float *fade_gain;
int fade_len;
int fade_pos;
int fade_dir;
AudioDelayLine(const AudioDelayLine&);
AudioDelayLine& operator=(const AudioDelayLine&);
void writeRemainingSamples(void);
inline float currentFadeGain(void)
{
if (fade_gain == 0)
{
return 1.0f;
}
float gain = fade_gain[fade_pos];
fade_pos += fade_dir;
if ((fade_dir > 0) && (fade_pos >= fade_len-1))
{
fade_dir = 0;
fade_pos = fade_len-1;
}
else if ((fade_dir < 0) && (fade_pos <= 0))
{
fade_dir = 0;
fade_pos = 0;
}
return gain;
} /* AudioDelayLine::currentFadeGain */
}; /* class AudioDelayLine */
} /* namespace */
#endif /* ASYNC_AUDIO_DELAY_LINE_INCLUDED */
/*
* This file has not been truncated
*/
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