Files
oak-editor/app/render/backend/audio/audioworker.cpp
T
itsmattkc f0cd480540 finished audio effects support in audio renderer
Working structure implemented in previous commit into the audio renderer is
complete in this commit.
2019-12-24 14:02:07 +11:00

46 lines
1.3 KiB
C++

#include "audioworker.h"
AudioWorker::AudioWorker(QObject *parent) :
AudioRenderWorker(parent)
{
}
void AudioWorker::FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable *table)
{
Q_UNUSED(stream)
table->Push(NodeParam::kSamples, frame->ToByteArray());
}
void AudioWorker::RunNodeAccelerated(const Node *node, const TimeRange &range, const NodeValueDatabase *input_params, NodeValueTable *output_params)
{
// Check if node processes samples
if (!node->ProcessesSamplesFrom()) {
return;
}
// Try to find the sample buffer in the table
QVariant samples_var = (*input_params)[node->ProcessesSamplesFrom()].Get(NodeParam::kSamples);
// If there isn't one, there's nothing to do
if (samples_var.isNull()) {
return;
}
QByteArray input_buffer = samples_var.toByteArray();
QByteArray output_buffer(input_buffer.size(), 0);
int sample_count = input_buffer.size() / audio_params().bytes_per_sample_per_channel();
// FIXME: Hardcoded float sample format
for (int i=0;i<sample_count;i++) {
node->ProcessSamples(input_params,
audio_params(),
reinterpret_cast<const float*>(input_buffer.constData()),
reinterpret_cast<float*>(output_buffer.data()),
i);
}
output_params->Push(NodeParam::kSamples, output_buffer);
}