// Copyright (C) 1999 Jean-Marc Valin #include "BufferedNode.h" #include "Buffer.h" #include "Vector.h" #include using namespace std; namespace FD { class Overlap; DECLARE_NODE(Overlap) /*Node * * @name Overlap * @category DSP:Manip * @description Outputs overlapping frames from non-overlapping ones * * @input_name INPUT * @input_type Vector * @input_description (Non-overlapped) input frames * * @output_name OUTPUT * @output_type Vector * @output_description Overlapped output frames * * @parameter_name OUTPUTLENGTH * @parameter_type int * @parameter_description Frame length for output overlapped frames * END*/ class Overlap : public BufferedNode { int inputID; int outputID; int filterID; int outputLength; public: Overlap(string nodeName, ParameterSet params) : BufferedNode(nodeName, params) { inputID = addInput("INPUT"); outputID = addOutput("OUTPUT"); outputLength = dereference_cast (parameters.get("OUTPUTLENGTH")); inputsCache[inputID].lookAhead=1; inputsCache[inputID].lookBack=1; } virtual void initialize() { inputsCache[inputID].lookBack=1; inputsCache[inputID].lookAhead=1; this->BufferedNode::initialize(); } void calculate(int output_id, int count, Buffer &out) { ObjectRef inputValue = getInput(inputID, count); const Vector &in = object_cast > (inputValue); int inputLength = in.size(); Vector &output = *Vector::alloc(outputLength); out[count] = &output; const Vector *past; const Vector *next; bool can_look_back = false; bool can_look_ahead = false; if (count > 0) { ObjectRef pastInputValue = getInput(inputID, count-1); can_look_back=true; past = &object_cast > (pastInputValue); } ObjectRef nextInputValue = getInput(inputID, count+1); can_look_ahead=true; next = &object_cast > (nextInputValue); for (int i=0;i