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This CL adds the Level Estimator of the new gain controller. The Level Estimator divides a 10ms input frame in kSubFramesInFrame=20 sub frames. We take the maximal sample values in every sub frame. We then apply attack/decay smoothing. This is the final level estimate. The results will be used with InterpolatedGainCurve (see this CL https://webrtc-review.googlesource.com/c/src/+/51920). For every level estimate value, we look up a gain with InterpolatedGainCurve::LookUpGainToApply. This gain is then applied to the signal. Bug: webrtc:7949 Change-Id: I2b4b3894a3e945d3dd916ce516c79abacb2b18b1 Reviewed-on: https://webrtc-review.googlesource.com/52381 Reviewed-by: Sam Zackrisson <saza@webrtc.org> Commit-Queue: Alex Loiko <aleloi@webrtc.org> Cr-Commit-Position: refs/heads/master@{#22054}
42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
/*
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* Copyright (c) 2018 The WebRTC project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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#ifndef MODULES_AUDIO_PROCESSING_AGC2_VECTOR_FLOAT_FRAME_H_
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#define MODULES_AUDIO_PROCESSING_AGC2_VECTOR_FLOAT_FRAME_H_
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#include <vector>
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#include "modules/audio_processing/include/audio_frame_view.h"
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namespace webrtc {
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// A construct consisting of a multi-channel audio frame, and a FloatFrame view
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// of it.
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class VectorFloatFrame {
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public:
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VectorFloatFrame(int num_channels,
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int samples_per_channel,
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float start_value);
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const AudioFrameView<float>& float_frame_view() { return float_frame_view_; }
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AudioFrameView<const float> float_frame_view() const {
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return float_frame_view_;
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}
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~VectorFloatFrame();
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private:
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std::vector<std::vector<float>> channels_;
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std::vector<float*> channel_ptrs_;
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AudioFrameView<float> float_frame_view_;
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};
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} // namespace webrtc
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#endif // MODULES_AUDIO_PROCESSING_AGC2_VECTOR_FLOAT_FRAME_H_
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