code cleanup: remove code "TODO output mapping from stereo to multi channel" since it is not needed
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3 changed files with 5 additions and 29 deletions
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@ -15,8 +15,6 @@
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- support intermediate Reaper RPP file while recording, coded by pljones (Ticket #170)
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TODO remove this code "TODO output mapping from stereo to multi channel"
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TODO fix incorrect what's this help texts
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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()
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vecCeltData.Init ( iCeltNumCodedBytes );
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vecZeros.Init ( iStereoBlockSizeSam, 0 );
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vecsStereoSndCrdTMP.Init ( iStereoBlockSizeSam );
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vecsStereoSndCrdMuteStream.Init ( iStereoBlockSizeSam );
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opus_custom_encoder_ctl ( CurOpusEncoder,
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@ -899,30 +898,13 @@ JitterMeas.Measure();
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*/
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}
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void CClient::ProcessSndCrdAudioData ( CVector<int16_t>& vecsMultChanAudioSndCrd )
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void CClient::ProcessSndCrdAudioData ( CVector<int16_t>& vecsStereoSndCrd )
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{
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// TODO output mapping from stereo to multi channel: We want to change all the different sound interfaces that they
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// do not select the input and output channels but we do it here at the client. This has the advantage that, e.g.,
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// the special add modes supported for Windows (i.e. if 4 input channels available, you can mix channel 1+3 or 1+4)
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// can then be used for Mac as well without the need of changing anything in the actual Mac sound interface.
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// Since a multichannel signal arrives and must be converted to a stereo signal, we need an additional buffer: vecsStereoSndCrdTMP.
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// TEST input channel selection/mixing
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//const int iNumInCh = 2;
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//for ( int i = 0; i < iNumInCh; i++ )
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//{
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// for ( int j = 0; j < iMonoBlockSizeSam; j++ )
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// {
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// vecsStereoSndCrdTMP[2 * j + i] = vecsMultChanAudioSndCrd[iNumInCh * j + i];
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// }
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//}
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vecsStereoSndCrdTMP = vecsMultChanAudioSndCrd; // TEST just copy the stereo data for now
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// check if a conversion buffer is required or not
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if ( bSndCrdConversionBufferRequired )
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{
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// add new sound card block in conversion buffer
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SndCrdConversionBufferIn.Put ( vecsStereoSndCrdTMP, vecsStereoSndCrdTMP.Size() );
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SndCrdConversionBufferIn.Put ( vecsStereoSndCrd, vecsStereoSndCrd.Size() );
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// process all available blocks of data
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while ( SndCrdConversionBufferIn.GetAvailData() >= iStereoBlockSizeSam )
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@ -937,17 +919,14 @@ vecsStereoSndCrdTMP = vecsMultChanAudioSndCrd; // TEST just copy the stereo data
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}
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// get processed sound card block out of the conversion buffer
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SndCrdConversionBufferOut.Get ( vecsStereoSndCrdTMP, vecsStereoSndCrdTMP.Size() );
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SndCrdConversionBufferOut.Get ( vecsStereoSndCrd, vecsStereoSndCrd.Size() );
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}
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else
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{
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// regular case: no conversion buffer required
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// process audio data
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ProcessAudioDataIntern ( vecsStereoSndCrdTMP );
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ProcessAudioDataIntern ( vecsStereoSndCrd );
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}
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// TODO output mapping from stereo to multi channel, see comment above for the input mapping
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vecsMultChanAudioSndCrd = vecsStereoSndCrdTMP; // TEST just copy the stereo data for now
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}
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void CClient::ProcessAudioDataIntern ( CVector<int16_t>& vecsStereoSndCrd )
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@ -310,7 +310,7 @@ protected:
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static void AudioCallback ( CVector<short>& psData, void* arg );
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void Init();
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void ProcessSndCrdAudioData ( CVector<short>& vecsMultChanAudioSndCrd );
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void ProcessSndCrdAudioData ( CVector<short>& vecsStereoSndCrd );
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void ProcessAudioDataIntern ( CVector<short>& vecsStereoSndCrd );
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int PreparePingMessage();
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@ -364,7 +364,6 @@ protected:
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CBufferBase<int16_t> SndCrdConversionBufferIn;
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CBufferBase<int16_t> SndCrdConversionBufferOut;
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CVector<int16_t> vecDataConvBuf;
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CVector<int16_t> vecsStereoSndCrdTMP;
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CVector<int16_t> vecsStereoSndCrdMuteStream;
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CVector<int16_t> vecZeros;
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