void AudioBufferSourceNode::startPlaying(BufferPlaybackMode playbackMode, double when, double grainOffset, double grainDuration, ExceptionCode& ec)
{
    ASSERT(isMainThread());

    context()->nodeWillBeginPlayback();

    if (m_playbackState != UNSCHEDULED_STATE) {
        ec = INVALID_STATE_ERR;
        return;
    }

    if (!std::isfinite(when) || (when < 0)) {
        ec = INVALID_STATE_ERR;
        return;
    }

    if (!std::isfinite(grainOffset) || (grainOffset < 0)) {
        ec = INVALID_STATE_ERR;
        return;
    }

    if (!std::isfinite(grainDuration) || (grainDuration < 0)) {
        ec = INVALID_STATE_ERR;
        return;
    }

    if (!buffer())
        return;

    m_isGrain = playbackMode == Partial;
    if (m_isGrain) {
        // Do sanity checking of grain parameters versus buffer size.
        double bufferDuration = buffer()->duration();

        m_grainOffset = std::min(bufferDuration, grainOffset);

        double maxDuration = bufferDuration - m_grainOffset;
        m_grainDuration = std::min(maxDuration, grainDuration);
    } else {
        m_grainOffset = 0.0;
        m_grainDuration = buffer()->duration();
    }

    m_startTime = when;

    // We call timeToSampleFrame here since at playbackRate == 1 we don't want to go through linear interpolation
    // at a sub-sample position since it will degrade the quality.
    // When aligned to the sample-frame the playback will be identical to the PCM data stored in the buffer.
    // Since playbackRate == 1 is very common, it's worth considering quality.
    if (totalPitchRate() < 0)
        m_virtualReadIndex = AudioUtilities::timeToSampleFrame(m_grainOffset + m_grainDuration, buffer()->sampleRate()) - 1;
    else
        m_virtualReadIndex = AudioUtilities::timeToSampleFrame(m_grainOffset, buffer()->sampleRate());

    m_playbackState = SCHEDULED_STATE;
}
Exemplo n.º 2
0
void AudioBufferSourceNode::renderFromBuffer(AudioBus* bus, unsigned destinationFrameOffset, size_t numberOfFrames)
{
    ASSERT(context()->isAudioThread());
    
    // Basic sanity checking
    ASSERT(bus);
    ASSERT(buffer());
    if (!bus || !buffer())
        return;

    unsigned numberOfChannels = this->numberOfChannels();
    unsigned busNumberOfChannels = bus->numberOfChannels();

    bool channelCountGood = numberOfChannels && numberOfChannels == busNumberOfChannels;
    ASSERT(channelCountGood);
    if (!channelCountGood)
        return;

    // Sanity check destinationFrameOffset, numberOfFrames.
    size_t destinationLength = bus->length();

    bool isLengthGood = destinationLength <= 4096 && numberOfFrames <= 4096;
    ASSERT(isLengthGood);
    if (!isLengthGood)
        return;

    bool isOffsetGood = destinationFrameOffset <= destinationLength && destinationFrameOffset + numberOfFrames <= destinationLength;
    ASSERT(isOffsetGood);
    if (!isOffsetGood)
        return;

    // Potentially zero out initial frames leading up to the offset.
    if (destinationFrameOffset) {
        for (unsigned i = 0; i < numberOfChannels; ++i) 
            memset(m_destinationChannels[i], 0, sizeof(float) * destinationFrameOffset);
    }

    // Offset the pointers to the correct offset frame.
    unsigned writeIndex = destinationFrameOffset;

    size_t bufferLength = buffer()->length();
    double bufferSampleRate = buffer()->sampleRate();

    // Calculate the start and end frames in our buffer that we want to play.
    // If m_isGrain is true, then we will be playing a portion of the total buffer.
    unsigned startFrame = m_isGrain ? AudioUtilities::timeToSampleFrame(m_grainOffset, bufferSampleRate) : 0;

    // Avoid converting from time to sample-frames twice by computing
    // the grain end time first before computing the sample frame.
    unsigned endFrame = m_isGrain ? AudioUtilities::timeToSampleFrame(m_grainOffset + m_grainDuration, bufferSampleRate) : bufferLength;
    
    ASSERT(endFrame >= startFrame);
    if (endFrame < startFrame)
        return;
    
    unsigned deltaFrames = endFrame - startFrame;
    
    // This is a HACK to allow for HRTF tail-time - avoids glitch at end.
    // FIXME: implement tailTime for each AudioNode for a more general solution to this problem.
    if (m_isGrain)
        endFrame += 512;

    // Do some sanity checking.
    if (startFrame >= bufferLength)
        startFrame = !bufferLength ? 0 : bufferLength - 1;
    if (endFrame > bufferLength)
        endFrame = bufferLength;
    if (m_virtualReadIndex >= endFrame)
        m_virtualReadIndex = startFrame; // reset to start

    double pitchRate = totalPitchRate();

    // Get local copy.
    double virtualReadIndex = m_virtualReadIndex;

    // Render loop - reading from the source buffer to the destination using linear interpolation.
    int framesToProcess = numberOfFrames;

    const float** sourceChannels = m_sourceChannels.get();
    float** destinationChannels = m_destinationChannels.get();

    // Optimize for the very common case of playing back with pitchRate == 1.
    // We can avoid the linear interpolation.
    if (pitchRate == 1 && virtualReadIndex == floor(virtualReadIndex)) {
        unsigned readIndex = static_cast<unsigned>(virtualReadIndex);
        while (framesToProcess > 0) {
            int framesToEnd = endFrame - readIndex;
            int framesThisTime = min(framesToProcess, framesToEnd);
            framesThisTime = max(0, framesThisTime);

            for (unsigned i = 0; i < numberOfChannels; ++i) 
                memcpy(destinationChannels[i] + writeIndex, sourceChannels[i] + readIndex, sizeof(float) * framesThisTime);

            writeIndex += framesThisTime;
            readIndex += framesThisTime;
            framesToProcess -= framesThisTime;

            // Wrap-around.
            if (readIndex >= endFrame) {
                readIndex -= deltaFrames;
                if (renderSilenceAndFinishIfNotLooping(bus, writeIndex, framesToProcess))
                    break;
            }
        }
        virtualReadIndex = readIndex;
    } else {
        while (framesToProcess--) {
            unsigned readIndex = static_cast<unsigned>(virtualReadIndex);
            double interpolationFactor = virtualReadIndex - readIndex;

            // For linear interpolation we need the next sample-frame too.
            unsigned readIndex2 = readIndex + 1;
            if (readIndex2 >= endFrame) {
                if (loop()) {
                    // Make sure to wrap around at the end of the buffer.
                    readIndex2 -= deltaFrames;
                } else
                    readIndex2 = readIndex;
            }

            // Final sanity check on buffer access.
            // FIXME: as an optimization, try to get rid of this inner-loop check and put assertions and guards before the loop.
            if (readIndex >= bufferLength || readIndex2 >= bufferLength)
                break;

            // Linear interpolation.
            for (unsigned i = 0; i < numberOfChannels; ++i) {
                float* destination = destinationChannels[i];
                const float* source = sourceChannels[i];

                double sample1 = source[readIndex];
                double sample2 = source[readIndex2];
                double sample = (1.0 - interpolationFactor) * sample1 + interpolationFactor * sample2;

                destination[writeIndex] = narrowPrecisionToFloat(sample);
            }
            writeIndex++;

            virtualReadIndex += pitchRate;

            // Wrap-around, retaining sub-sample position since virtualReadIndex is floating-point.
            if (virtualReadIndex >= endFrame) {
                virtualReadIndex -= deltaFrames;

                if (renderSilenceAndFinishIfNotLooping(bus, writeIndex, framesToProcess))
                    break;
            }
        }
    } 
    m_virtualReadIndex = virtualReadIndex;
}
Exemplo n.º 3
0
void AudioBufferSourceNode::renderFromBuffer(AudioBus* bus, unsigned destinationFrameOffset, size_t numberOfFrames)
{
    ASSERT(context()->isAudioThread());
    
    // Basic sanity checking
    ASSERT(bus);
    ASSERT(buffer());
    if (!bus || !buffer())
        return;

    unsigned numberOfChannels = this->numberOfChannels();
    unsigned busNumberOfChannels = bus->numberOfChannels();

    // FIXME: we can add support for sources with more than two channels, but this is not a common case.
    bool channelCountGood = numberOfChannels == busNumberOfChannels && (numberOfChannels == 1 || numberOfChannels == 2);
    ASSERT(channelCountGood);
    if (!channelCountGood)
        return;

    // Get the destination pointers.
    float* destinationL = bus->channel(0)->data();
    ASSERT(destinationL);
    if (!destinationL)
        return;
    float* destinationR = (numberOfChannels < 2) ? 0 : bus->channel(1)->data();
    
    bool isStereo = destinationR;
    
    // Sanity check destinationFrameOffset, numberOfFrames.
    size_t destinationLength = bus->length();

    bool isLengthGood = destinationLength <= 4096 && numberOfFrames <= 4096;
    ASSERT(isLengthGood);
    if (!isLengthGood)
        return;

    bool isOffsetGood = destinationFrameOffset <= destinationLength && destinationFrameOffset + numberOfFrames <= destinationLength;
    ASSERT(isOffsetGood);
    if (!isOffsetGood)
        return;
        
    // Potentially zero out initial frames leading up to the offset.
    if (destinationFrameOffset) {
        memset(destinationL, 0, sizeof(float) * destinationFrameOffset);
        if (destinationR)
            memset(destinationR, 0, sizeof(float) * destinationFrameOffset);
    }

    // Offset the pointers to the correct offset frame.
    destinationL += destinationFrameOffset;
    if (destinationR)
        destinationR += destinationFrameOffset;

    size_t bufferLength = buffer()->length();
    double bufferSampleRate = buffer()->sampleRate();

    // Calculate the start and end frames in our buffer that we want to play.
    // If m_isGrain is true, then we will be playing a portion of the total buffer.
    unsigned startFrame = m_isGrain ? static_cast<unsigned>(m_grainOffset * bufferSampleRate) : 0;
    unsigned endFrame = m_isGrain ? static_cast<unsigned>(startFrame + m_grainDuration * bufferSampleRate) : bufferLength;
    
    ASSERT(endFrame >= startFrame);
    if (endFrame < startFrame)
        return;
    
    unsigned deltaFrames = endFrame - startFrame;
    
    // This is a HACK to allow for HRTF tail-time - avoids glitch at end.
    // FIXME: implement tailTime for each AudioNode for a more general solution to this problem.
    if (m_isGrain)
        endFrame += 512;

    // Do some sanity checking.
    if (startFrame >= bufferLength)
        startFrame = !bufferLength ? 0 : bufferLength - 1;
    if (endFrame > bufferLength)
        endFrame = bufferLength;
    if (m_virtualReadIndex >= endFrame)
        m_virtualReadIndex = startFrame; // reset to start

    // Get pointers to the start of the sample buffer.
    float* sourceL = m_buffer->getChannelData(0)->data();
    float* sourceR = m_buffer->numberOfChannels() == 2 ? m_buffer->getChannelData(1)->data() : 0;
    
    double pitchRate = totalPitchRate();

    // Get local copy.
    double virtualReadIndex = m_virtualReadIndex;

    // Render loop - reading from the source buffer to the destination using linear interpolation.
    // FIXME: optimize for the very common case of playing back with pitchRate == 1.
    // We can avoid the linear interpolation.
    int framesToProcess = numberOfFrames;
    while (framesToProcess--) {
        unsigned readIndex = static_cast<unsigned>(virtualReadIndex);
        double interpolationFactor = virtualReadIndex - readIndex;
        
        // For linear interpolation we need the next sample-frame too.
        unsigned readIndex2 = readIndex + 1;
        if (readIndex2 >= endFrame) {
            if (loop()) {
                // Make sure to wrap around at the end of the buffer.
                readIndex2 -= deltaFrames;
            } else
                readIndex2 = readIndex;
        }

        // Final sanity check on buffer access.
        // FIXME: as an optimization, try to get rid of this inner-loop check and put assertions and guards before the loop.
        if (readIndex >= bufferLength || readIndex2 >= bufferLength)
            break;

        // Linear interpolation.
        double sampleL1 = sourceL[readIndex];
        double sampleL2 = sourceL[readIndex2];
        double sampleL = (1.0 - interpolationFactor) * sampleL1 + interpolationFactor * sampleL2;
        *destinationL++ = narrowPrecisionToFloat(sampleL);

        if (isStereo) {
            double sampleR1 = sourceR[readIndex];
            double sampleR2 = sourceR[readIndex2];
            double sampleR = (1.0 - interpolationFactor) * sampleR1 + interpolationFactor * sampleR2;
            *destinationR++ = narrowPrecisionToFloat(sampleR);
        }

        virtualReadIndex += pitchRate;

        // Wrap-around, retaining sub-sample position since virtualReadIndex is floating-point.
        if (virtualReadIndex >= endFrame) {
            virtualReadIndex -= deltaFrames;

            if (!loop()) {
                // If we're not looping, then stop playing when we get to the end.
                m_isPlaying = false;

                if (framesToProcess > 0) {
                    // We're not looping and we've reached the end of the sample data, but we still need to provide more output,
                    // so generate silence for the remaining.
                    memset(destinationL, 0, sizeof(float) * framesToProcess);

                    if (isStereo)
                        memset(destinationR, 0, sizeof(float) * framesToProcess);
                }

                finish();
                break;
            }
        }
    }
    
    m_virtualReadIndex = virtualReadIndex;
}
Exemplo n.º 4
0
bool AudioBufferSourceNode::renderFromBuffer(AudioBus* bus, unsigned destinationFrameOffset, size_t numberOfFrames)
{
    ASSERT(context()->isAudioThread());

    // Basic sanity checking
    ASSERT(bus);
    ASSERT(buffer());
    if (!bus || !buffer())
        return false;

    unsigned numberOfChannels = this->numberOfChannels();
    unsigned busNumberOfChannels = bus->numberOfChannels();

    bool channelCountGood = numberOfChannels && numberOfChannels == busNumberOfChannels;
    ASSERT(channelCountGood);
    if (!channelCountGood)
        return false;

    // Sanity check destinationFrameOffset, numberOfFrames.
    size_t destinationLength = bus->length();

    bool isLengthGood = destinationLength <= 4096 && numberOfFrames <= 4096;
    ASSERT(isLengthGood);
    if (!isLengthGood)
        return false;

    bool isOffsetGood = destinationFrameOffset <= destinationLength && destinationFrameOffset + numberOfFrames <= destinationLength;
    ASSERT(isOffsetGood);
    if (!isOffsetGood)
        return false;

    // Potentially zero out initial frames leading up to the offset.
    if (destinationFrameOffset) {
        for (unsigned i = 0; i < numberOfChannels; ++i)
            memset(m_destinationChannels[i], 0, sizeof(float) * destinationFrameOffset);
    }

    // Offset the pointers to the correct offset frame.
    unsigned writeIndex = destinationFrameOffset;

    size_t bufferLength = buffer()->length();
    double bufferSampleRate = buffer()->sampleRate();

    // Avoid converting from time to sample-frames twice by computing
    // the grain end time first before computing the sample frame.
    unsigned endFrame = m_isGrain ? AudioUtilities::timeToSampleFrame(m_grainOffset + m_grainDuration, bufferSampleRate) : bufferLength;

    // This is a HACK to allow for HRTF tail-time - avoids glitch at end.
    // FIXME: implement tailTime for each AudioNode for a more general solution to this problem.
    // https://bugs.webkit.org/show_bug.cgi?id=77224
    if (m_isGrain)
        endFrame += 512;

    // Do some sanity checking.
    if (endFrame > bufferLength)
        endFrame = bufferLength;

    // If the .loop attribute is true, then values of m_loopStart == 0 && m_loopEnd == 0 implies
    // that we should use the entire buffer as the loop, otherwise use the loop values in m_loopStart and m_loopEnd.
    double virtualEndFrame = endFrame;
    double virtualDeltaFrames = endFrame;

    if (loop() && (m_loopStart || m_loopEnd) && m_loopStart >= 0 && m_loopEnd > 0 && m_loopStart < m_loopEnd) {
        // Convert from seconds to sample-frames.
        double loopStartFrame = m_loopStart * buffer()->sampleRate();
        double loopEndFrame = m_loopEnd * buffer()->sampleRate();

        virtualEndFrame = std::min(loopEndFrame, virtualEndFrame);
        virtualDeltaFrames = virtualEndFrame - loopStartFrame;
    }

    // If we're looping and the offset (virtualReadIndex) is past the end of the loop, wrap back to
    // the beginning of the loop. For other cases, nothing needs to be done.
    if (loop() && m_virtualReadIndex >= virtualEndFrame)
        m_virtualReadIndex = (m_loopStart < 0) ? 0 : (m_loopStart * buffer()->sampleRate());

    double pitchRate = totalPitchRate();

    // Sanity check that our playback rate isn't larger than the loop size.
    if (pitchRate > virtualDeltaFrames)
        return false;

    // Get local copy.
    double virtualReadIndex = m_virtualReadIndex;

    // Render loop - reading from the source buffer to the destination using linear interpolation.
    int framesToProcess = numberOfFrames;

    const float** sourceChannels = m_sourceChannels.get();
    float** destinationChannels = m_destinationChannels.get();

    ASSERT(virtualReadIndex >= 0);
    ASSERT(virtualDeltaFrames >= 0);
    ASSERT(virtualEndFrame >= 0);

    // Optimize for the very common case of playing back with pitchRate == 1.
    // We can avoid the linear interpolation.
    if (pitchRate == 1 && virtualReadIndex == floor(virtualReadIndex)
        && virtualDeltaFrames == floor(virtualDeltaFrames)
        && virtualEndFrame == floor(virtualEndFrame)) {
        unsigned readIndex = static_cast<unsigned>(virtualReadIndex);
        unsigned deltaFrames = static_cast<unsigned>(virtualDeltaFrames);
        endFrame = static_cast<unsigned>(virtualEndFrame);
        while (framesToProcess > 0) {
            int framesToEnd = endFrame - readIndex;
            int framesThisTime = std::min(framesToProcess, framesToEnd);
            framesThisTime = std::max(0, framesThisTime);

            for (unsigned i = 0; i < numberOfChannels; ++i)
                memcpy(destinationChannels[i] + writeIndex, sourceChannels[i] + readIndex, sizeof(float) * framesThisTime);

            writeIndex += framesThisTime;
            readIndex += framesThisTime;
            framesToProcess -= framesThisTime;

            // It can happen that framesThisTime is 0. Assert that we will actually exit the loop in
            // this case.  framesThisTime is 0 only if readIndex >= endFrame;
            ASSERT(framesThisTime ? true : readIndex >= endFrame);

            // Wrap-around.
            if (readIndex >= endFrame) {
                readIndex -= deltaFrames;
                if (renderSilenceAndFinishIfNotLooping(bus, writeIndex, framesToProcess))
                    break;
            }
        }
        virtualReadIndex = readIndex;
    } else {
        while (framesToProcess--) {
            unsigned readIndex = static_cast<unsigned>(virtualReadIndex);
            double interpolationFactor = virtualReadIndex - readIndex;

            // For linear interpolation we need the next sample-frame too.
            unsigned readIndex2 = readIndex + 1;
            if (readIndex2 >= bufferLength) {
                if (loop()) {
                    // Make sure to wrap around at the end of the buffer.
                    readIndex2 = static_cast<unsigned>(virtualReadIndex + 1 - virtualDeltaFrames);
                } else
                    readIndex2 = readIndex;
            }

            // Final sanity check on buffer access.
            // FIXME: as an optimization, try to get rid of this inner-loop check and put assertions and guards before the loop.
            if (readIndex >= bufferLength || readIndex2 >= bufferLength)
                break;

            // Linear interpolation.
            for (unsigned i = 0; i < numberOfChannels; ++i) {
                float* destination = destinationChannels[i];
                const float* source = sourceChannels[i];

                double sample1 = source[readIndex];
                double sample2 = source[readIndex2];
                double sample = (1.0 - interpolationFactor) * sample1 + interpolationFactor * sample2;

                destination[writeIndex] = narrowPrecisionToFloat(sample);
            }
            writeIndex++;

            virtualReadIndex += pitchRate;

            // Wrap-around, retaining sub-sample position since virtualReadIndex is floating-point.
            if (virtualReadIndex >= virtualEndFrame) {
                virtualReadIndex -= virtualDeltaFrames;
                if (renderSilenceAndFinishIfNotLooping(bus, writeIndex, framesToProcess))
                    break;
            }
        }
    }

    bus->clearSilentFlag();

    m_virtualReadIndex = virtualReadIndex;

    return true;
}
bool AudioBufferSourceNode::renderFromBuffer(AudioBus* bus, unsigned destinationFrameOffset, size_t numberOfFrames)
{
    ASSERT(context()->isAudioThread());

    // Basic sanity checking
    ASSERT(bus);
    ASSERT(buffer());
    if (!bus || !buffer())
        return false;

    unsigned numberOfChannels = this->numberOfChannels();
    unsigned busNumberOfChannels = bus->numberOfChannels();

    bool channelCountGood = numberOfChannels && numberOfChannels == busNumberOfChannels;
    ASSERT(channelCountGood);
    if (!channelCountGood)
        return false;

    // Sanity check destinationFrameOffset, numberOfFrames.
    size_t destinationLength = bus->length();

    bool isLengthGood = destinationLength <= 4096 && numberOfFrames <= 4096;
    ASSERT(isLengthGood);
    if (!isLengthGood)
        return false;

    bool isOffsetGood = destinationFrameOffset <= destinationLength && destinationFrameOffset + numberOfFrames <= destinationLength;
    ASSERT(isOffsetGood);
    if (!isOffsetGood)
        return false;

    // Potentially zero out initial frames leading up to the offset.
    if (destinationFrameOffset) {
        for (unsigned i = 0; i < numberOfChannels; ++i)
            memset(m_destinationChannels[i], 0, sizeof(float) * destinationFrameOffset);
    }

    // Offset the pointers to the correct offset frame.
    unsigned writeIndex = destinationFrameOffset;

    size_t bufferLength = buffer()->length();
    double bufferSampleRate = buffer()->sampleRate();
    double pitchRate = totalPitchRate();
    bool reverse = pitchRate < 0;

    // Avoid converting from time to sample-frames twice by computing
    // the grain end time first before computing the sample frame.
    unsigned maxFrame;
    if (m_isGrain)
        maxFrame = AudioUtilities::timeToSampleFrame(m_grainOffset + m_grainDuration, bufferSampleRate);
    else
        maxFrame = bufferLength;

    // Do some sanity checking.
    if (maxFrame > bufferLength)
        maxFrame = bufferLength;
    if (reverse && m_virtualReadIndex <= 0)
        m_virtualReadIndex = maxFrame - 1;
    else if (!reverse && m_virtualReadIndex >= maxFrame)
        m_virtualReadIndex = 0; // reset to start

    // If the .loop attribute is true, then values of m_loopStart == 0 && m_loopEnd == 0 implies
    // that we should use the entire buffer as the loop, otherwise use the loop values in m_loopStart and m_loopEnd.
    double virtualMaxFrame = maxFrame;
    double virtualMinFrame = 0;
    double virtualDeltaFrames = maxFrame;

    if (loop() && (m_loopStart || m_loopEnd) && m_loopStart >= 0 && m_loopEnd > 0 && m_loopStart < m_loopEnd) {
        // Convert from seconds to sample-frames.
        double loopMinFrame = m_loopStart * buffer()->sampleRate();
        double loopMaxFrame = m_loopEnd * buffer()->sampleRate();

        virtualMaxFrame = std::min(loopMaxFrame, virtualMaxFrame);
        virtualMinFrame = std::max(loopMinFrame, virtualMinFrame);
        virtualDeltaFrames = virtualMaxFrame - virtualMinFrame;
    }


    // Sanity check that our playback rate isn't larger than the loop size.
    if (fabs(pitchRate) >= virtualDeltaFrames)
        return false;

    // Get local copy.
    double virtualReadIndex = m_virtualReadIndex;

    bool needsInterpolation = virtualReadIndex != floor(virtualReadIndex)
                              || virtualDeltaFrames != floor(virtualDeltaFrames)
                              || virtualMaxFrame != floor(virtualMaxFrame)
                              || virtualMinFrame != floor(virtualMinFrame);

    // Render loop - reading from the source buffer to the destination using linear interpolation.
    int framesToProcess = numberOfFrames;

    const float** sourceChannels = m_sourceChannels.get();
    float** destinationChannels = m_destinationChannels.get();

    // Optimize for the very common case of playing back with pitchRate == 1.
    // We can avoid the linear interpolation.
    if (pitchRate == 1 && !needsInterpolation) {
        unsigned readIndex = static_cast<unsigned>(virtualReadIndex);
        unsigned deltaFrames = static_cast<unsigned>(virtualDeltaFrames);
        maxFrame = static_cast<unsigned>(virtualMaxFrame);
        while (framesToProcess > 0) {
            int framesToEnd = maxFrame - readIndex;
            int framesThisTime = std::min(framesToProcess, framesToEnd);
            framesThisTime = std::max(0, framesThisTime);

            for (unsigned i = 0; i < numberOfChannels; ++i)
                memcpy(destinationChannels[i] + writeIndex, sourceChannels[i] + readIndex, sizeof(float) * framesThisTime);

            writeIndex += framesThisTime;
            readIndex += framesThisTime;
            framesToProcess -= framesThisTime;

            // Wrap-around.
            if (readIndex >= maxFrame) {
                readIndex -= deltaFrames;
                if (renderSilenceAndFinishIfNotLooping(bus, writeIndex, framesToProcess))
                    break;
            }
        }
        virtualReadIndex = readIndex;
    } else if (pitchRate == -1 && !needsInterpolation) {
        int readIndex = static_cast<int>(virtualReadIndex);
        int deltaFrames = static_cast<int>(virtualDeltaFrames);
        int minFrame = static_cast<int>(virtualMinFrame) - 1;
        while (framesToProcess > 0) {
            int framesToEnd = readIndex - minFrame;
            int framesThisTime = std::min<int>(framesToProcess, framesToEnd);
            framesThisTime = std::max<int>(0, framesThisTime);

            while (framesThisTime--) {
                for (unsigned i = 0; i < numberOfChannels; ++i) {
                    float* destination = destinationChannels[i];
                    const float* source = sourceChannels[i];

                    destination[writeIndex] = source[readIndex];
                }

                ++writeIndex;
                --readIndex;
                --framesToProcess;
            }

            // Wrap-around.
            if (readIndex <= minFrame) {
                readIndex += deltaFrames;
                if (renderSilenceAndFinishIfNotLooping(bus, writeIndex, framesToProcess))
                    break;
            }
        }
        virtualReadIndex = readIndex;
    } else if (!pitchRate) {
        unsigned readIndex = static_cast<unsigned>(virtualReadIndex);

        for (unsigned i = 0; i < numberOfChannels; ++i)
            std::fill_n(destinationChannels[i], framesToProcess, sourceChannels[i][readIndex]);
    } else if (reverse) {
        unsigned maxFrame = static_cast<unsigned>(virtualMaxFrame);
        unsigned minFrame = static_cast<unsigned>(floorf(virtualMinFrame));

        while (framesToProcess--) {
            unsigned readIndex = static_cast<unsigned>(floorf(virtualReadIndex));
            double interpolationFactor = virtualReadIndex - readIndex;

            unsigned readIndex2 = readIndex + 1;
            if (readIndex2 >= maxFrame)
                readIndex2 = loop() ? minFrame : maxFrame - 1;

            // Linear interpolation.
            for (unsigned i = 0; i < numberOfChannels; ++i) {
                float* destination = destinationChannels[i];
                const float* source = sourceChannels[i];

                double sample1 = source[readIndex];
                double sample2 = source[readIndex2];
                double sample = (1.0 - interpolationFactor) * sample1 + interpolationFactor * sample2;

                destination[writeIndex] = narrowPrecisionToFloat(sample);
            }

            writeIndex++;

            virtualReadIndex += pitchRate;

            // Wrap-around, retaining sub-sample position since virtualReadIndex is floating-point.
            if (virtualReadIndex < virtualMinFrame) {
                virtualReadIndex += virtualDeltaFrames;
                if (renderSilenceAndFinishIfNotLooping(bus, writeIndex, framesToProcess))
                    break;
            }
        }
    } else {
        while (framesToProcess--) {
            unsigned readIndex = static_cast<unsigned>(virtualReadIndex);
            double interpolationFactor = virtualReadIndex - readIndex;

            // For linear interpolation we need the next sample-frame too.
            unsigned readIndex2 = readIndex + 1;
            if (readIndex2 >= bufferLength) {
                if (loop()) {
                    // Make sure to wrap around at the end of the buffer.
                    readIndex2 = static_cast<unsigned>(virtualReadIndex + 1 - virtualDeltaFrames);
                } else
                    readIndex2 = readIndex;
            }

            // Final sanity check on buffer access.
            // FIXME: as an optimization, try to get rid of this inner-loop check and put assertions and guards before the loop.
            if (readIndex >= bufferLength || readIndex2 >= bufferLength)
                break;

            // Linear interpolation.
            for (unsigned i = 0; i < numberOfChannels; ++i) {
                float* destination = destinationChannels[i];
                const float* source = sourceChannels[i];

                double sample1 = source[readIndex];
                double sample2 = source[readIndex2];
                double sample = (1.0 - interpolationFactor) * sample1 + interpolationFactor * sample2;

                destination[writeIndex] = narrowPrecisionToFloat(sample);
            }
            writeIndex++;

            virtualReadIndex += pitchRate;

            // Wrap-around, retaining sub-sample position since virtualReadIndex is floating-point.
            if (virtualReadIndex >= virtualMaxFrame) {
                virtualReadIndex -= virtualDeltaFrames;
                if (renderSilenceAndFinishIfNotLooping(bus, writeIndex, framesToProcess))
                    break;
            }
        }
    }

    bus->clearSilentFlag();

    m_virtualReadIndex = virtualReadIndex;

    return true;
}