code cleanup: remove code "TODO output mapping from stereo to multi channel" since it is not needed

This commit is contained in:
Volker Fischer 2020-05-20 18:00:33 +02:00
parent f4912e6beb
commit ece04dc50e
3 changed files with 5 additions and 29 deletions

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@ -15,8 +15,6 @@
- support intermediate Reaper RPP file while recording, coded by pljones (Ticket #170)
TODO remove this code "TODO output mapping from stereo to multi channel"
TODO fix incorrect what's this help texts
TODO fix problem with panning and GUI (vertical scroll bar issue in mixer board)

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@ -841,7 +841,6 @@ void CClient::Init()
vecCeltData.Init ( iCeltNumCodedBytes );
vecZeros.Init ( iStereoBlockSizeSam, 0 );
vecsStereoSndCrdTMP.Init ( iStereoBlockSizeSam );
vecsStereoSndCrdMuteStream.Init ( iStereoBlockSizeSam );
opus_custom_encoder_ctl ( CurOpusEncoder,
@ -899,30 +898,13 @@ JitterMeas.Measure();
*/
}
void CClient::ProcessSndCrdAudioData ( CVector<int16_t>& vecsMultChanAudioSndCrd )
void CClient::ProcessSndCrdAudioData ( CVector<int16_t>& vecsStereoSndCrd )
{
// TODO output mapping from stereo to multi channel: We want to change all the different sound interfaces that they
// do not select the input and output channels but we do it here at the client. This has the advantage that, e.g.,
// the special add modes supported for Windows (i.e. if 4 input channels available, you can mix channel 1+3 or 1+4)
// can then be used for Mac as well without the need of changing anything in the actual Mac sound interface.
// Since a multichannel signal arrives and must be converted to a stereo signal, we need an additional buffer: vecsStereoSndCrdTMP.
// TEST input channel selection/mixing
//const int iNumInCh = 2;
//for ( int i = 0; i < iNumInCh; i++ )
//{
// for ( int j = 0; j < iMonoBlockSizeSam; j++ )
// {
// vecsStereoSndCrdTMP[2 * j + i] = vecsMultChanAudioSndCrd[iNumInCh * j + i];
// }
//}
vecsStereoSndCrdTMP = vecsMultChanAudioSndCrd; // TEST just copy the stereo data for now
// check if a conversion buffer is required or not
if ( bSndCrdConversionBufferRequired )
{
// add new sound card block in conversion buffer
SndCrdConversionBufferIn.Put ( vecsStereoSndCrdTMP, vecsStereoSndCrdTMP.Size() );
SndCrdConversionBufferIn.Put ( vecsStereoSndCrd, vecsStereoSndCrd.Size() );
// process all available blocks of data
while ( SndCrdConversionBufferIn.GetAvailData() >= iStereoBlockSizeSam )
@ -937,17 +919,14 @@ vecsStereoSndCrdTMP = vecsMultChanAudioSndCrd; // TEST just copy the stereo data
}
// get processed sound card block out of the conversion buffer
SndCrdConversionBufferOut.Get ( vecsStereoSndCrdTMP, vecsStereoSndCrdTMP.Size() );
SndCrdConversionBufferOut.Get ( vecsStereoSndCrd, vecsStereoSndCrd.Size() );
}
else
{
// regular case: no conversion buffer required
// process audio data
ProcessAudioDataIntern ( vecsStereoSndCrdTMP );
ProcessAudioDataIntern ( vecsStereoSndCrd );
}
// TODO output mapping from stereo to multi channel, see comment above for the input mapping
vecsMultChanAudioSndCrd = vecsStereoSndCrdTMP; // TEST just copy the stereo data for now
}
void CClient::ProcessAudioDataIntern ( CVector<int16_t>& vecsStereoSndCrd )

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@ -310,7 +310,7 @@ protected:
static void AudioCallback ( CVector<short>& psData, void* arg );
void Init();
void ProcessSndCrdAudioData ( CVector<short>& vecsMultChanAudioSndCrd );
void ProcessSndCrdAudioData ( CVector<short>& vecsStereoSndCrd );
void ProcessAudioDataIntern ( CVector<short>& vecsStereoSndCrd );
int PreparePingMessage();
@ -364,7 +364,6 @@ protected:
CBufferBase<int16_t> SndCrdConversionBufferIn;
CBufferBase<int16_t> SndCrdConversionBufferOut;
CVector<int16_t> vecDataConvBuf;
CVector<int16_t> vecsStereoSndCrdTMP;
CVector<int16_t> vecsStereoSndCrdMuteStream;
CVector<int16_t> vecZeros;