• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (C) 2010, Google Inc. All rights reserved.
3  *
4  * Redistribution and use in source and binary forms, with or without
5  * modification, are permitted provided that the following conditions
6  * are met:
7  * 1.  Redistributions of source code must retain the above copyright
8  *    notice, this list of conditions and the following disclaimer.
9  * 2.  Redistributions in binary form must reproduce the above copyright
10  *    notice, this list of conditions and the following disclaimer in the
11  *    documentation and/or other materials provided with the distribution.
12  *
13  * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
14  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
15  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
16  * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY
17  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
18  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
19  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
20  * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
22  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23  */
24 
25 #include "config.h"
26 
27 #if ENABLE(WEB_AUDIO)
28 
29 #include "AudioBasicProcessorNode.h"
30 
31 #include "AudioBus.h"
32 #include "AudioContext.h"
33 #include "AudioNodeInput.h"
34 #include "AudioNodeOutput.h"
35 #include "AudioProcessor.h"
36 
37 namespace WebCore {
38 
AudioBasicProcessorNode(AudioContext * context,double sampleRate)39 AudioBasicProcessorNode::AudioBasicProcessorNode(AudioContext* context, double sampleRate)
40     : AudioNode(context, sampleRate)
41 {
42     addInput(adoptPtr(new AudioNodeInput(this)));
43     addOutput(adoptPtr(new AudioNodeOutput(this, 0)));
44 
45     // The subclass must create m_processor.
46 }
47 
initialize()48 void AudioBasicProcessorNode::initialize()
49 {
50     if (isInitialized())
51         return;
52 
53     ASSERT(processor());
54     processor()->initialize();
55 
56     AudioNode::initialize();
57 }
58 
uninitialize()59 void AudioBasicProcessorNode::uninitialize()
60 {
61     if (!isInitialized())
62         return;
63 
64     ASSERT(processor());
65     processor()->uninitialize();
66 
67     AudioNode::uninitialize();
68 }
69 
process(size_t framesToProcess)70 void AudioBasicProcessorNode::process(size_t framesToProcess)
71 {
72     AudioBus* destinationBus = output(0)->bus();
73 
74     // The realtime thread can't block on this lock, so we call tryLock() instead.
75     if (m_processLock.tryLock()) {
76         if (!isInitialized() || !processor())
77             destinationBus->zero();
78         else {
79             AudioBus* sourceBus = input(0)->bus();
80 
81             // FIXME: if we take "tail time" into account, then we can avoid calling processor()->process() once the tail dies down.
82             if (!input(0)->isConnected())
83                 sourceBus->zero();
84 
85             processor()->process(sourceBus, destinationBus, framesToProcess);
86         }
87 
88         m_processLock.unlock();
89     } else {
90         // Too bad - the tryLock() failed.  We must be in the middle of re-connecting and were already outputting silence anyway...
91         destinationBus->zero();
92     }
93 }
94 
95 // Nice optimization in the very common case allowing for "in-place" processing
pullInputs(size_t framesToProcess)96 void AudioBasicProcessorNode::pullInputs(size_t framesToProcess)
97 {
98     // Render input stream - suggest to the input to render directly into output bus for in-place processing in process() if possible.
99     input(0)->pull(output(0)->bus(), framesToProcess);
100 }
101 
reset()102 void AudioBasicProcessorNode::reset()
103 {
104     if (processor())
105         processor()->reset();
106 }
107 
108 // As soon as we know the channel count of our input, we can lazily initialize.
109 // Sometimes this may be called more than once with different channel counts, in which case we must safely
110 // uninitialize and then re-initialize with the new channel count.
checkNumberOfChannelsForInput(AudioNodeInput * input)111 void AudioBasicProcessorNode::checkNumberOfChannelsForInput(AudioNodeInput* input)
112 {
113     ASSERT(context()->isAudioThread() && context()->isGraphOwner());
114 
115     ASSERT(input == this->input(0));
116     if (input != this->input(0))
117         return;
118 
119     ASSERT(processor());
120     if (!processor())
121         return;
122 
123     unsigned numberOfChannels = input->numberOfChannels();
124 
125     if (isInitialized() && numberOfChannels != output(0)->numberOfChannels()) {
126         // We're already initialized but the channel count has changed.
127         // We need to be careful since we may be actively processing right now, so synchronize with process().
128         MutexLocker locker(m_processLock);
129         uninitialize();
130     }
131 
132     if (!isInitialized()) {
133         // This will propagate the channel count to any nodes connected further down the chain...
134         output(0)->setNumberOfChannels(numberOfChannels);
135 
136         // Re-initialize the processor with the new channel count.
137         processor()->setNumberOfChannels(numberOfChannels);
138         initialize();
139     }
140 }
141 
numberOfChannels()142 unsigned AudioBasicProcessorNode::numberOfChannels()
143 {
144     return output(0)->numberOfChannels();
145 }
146 
147 } // namespace WebCore
148 
149 #endif // ENABLE(WEB_AUDIO)
150