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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 #ifndef AudioNode_h
26 #define AudioNode_h
27 
28 #include <wtf/OwnPtr.h>
29 #include <wtf/PassOwnPtr.h>
30 #include <wtf/RefPtr.h>
31 #include <wtf/Vector.h>
32 
33 #define DEBUG_AUDIONODE_REFERENCES 0
34 
35 namespace WebCore {
36 
37 class AudioContext;
38 class AudioNodeInput;
39 class AudioNodeOutput;
40 
41 // An AudioNode is the basic building block for handling audio within an AudioContext.
42 // It may be an audio source, an intermediate processing module, or an audio destination.
43 // Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inputs and a single output.
44 // An AudioDestinationNode has one input and no outputs and represents the final destination to the audio hardware.
45 // Most processing nodes such as filters will have one input and one output, although multiple inputs and outputs are possible.
46 
47 class AudioNode {
48 public:
49     enum { ProcessingSizeInFrames = 128 };
50 
51     AudioNode(AudioContext*, double sampleRate);
52     virtual ~AudioNode();
53 
context()54     AudioContext* context() { return m_context.get(); }
55 
56     enum NodeType {
57         NodeTypeUnknown,
58         NodeTypeDestination,
59         NodeTypeAudioBufferSource,
60         NodeTypeJavaScript,
61         NodeTypeLowPass2Filter,
62         NodeTypeHighPass2Filter,
63         NodeTypePanner,
64         NodeTypeConvolver,
65         NodeTypeDelay,
66         NodeTypeGain,
67         NodeTypeChannelSplitter,
68         NodeTypeChannelMerger,
69         NodeTypeAnalyser,
70         NodeTypeEnd
71     };
72 
type()73     NodeType type() const { return m_type; }
74     void setType(NodeType);
75 
76     // We handle our own ref-counting because of the threading issues and subtle nature of
77     // how AudioNodes can continue processing (playing one-shot sound) after there are no more
78     // JavaScript references to the object.
79     enum RefType { RefTypeNormal, RefTypeConnection, RefTypeDisabled };
80 
81     // Can be called from main thread or context's audio thread.
82     void ref(RefType refType = RefTypeNormal);
83     void deref(RefType refType = RefTypeNormal);
84 
85     // Can be called from main thread or context's audio thread.  It must be called while the context's graph lock is held.
86     void finishDeref(RefType refType);
87 
88     // The AudioNodeInput(s) (if any) will already have their input data available when process() is called.
89     // Subclasses will take this input data and put the results in the AudioBus(s) of its AudioNodeOutput(s) (if any).
90     // Called from context's audio thread.
91     virtual void process(size_t framesToProcess) = 0;
92 
93     // Resets DSP processing state (clears delay lines, filter memory, etc.)
94     // Called from context's audio thread.
95     virtual void reset() = 0;
96 
97     // No significant resources should be allocated until initialize() is called.
98     // Processing may not occur until a node is initialized.
99     virtual void initialize();
100     virtual void uninitialize();
101 
isInitialized()102     bool isInitialized() const { return m_isInitialized; }
103     void lazyInitialize();
104 
numberOfInputs()105     unsigned numberOfInputs() const { return m_inputs.size(); }
numberOfOutputs()106     unsigned numberOfOutputs() const { return m_outputs.size(); }
107 
108     AudioNodeInput* input(unsigned);
109     AudioNodeOutput* output(unsigned);
110 
111     // connect() / disconnect() return true on success.
112     // Called from main thread by corresponding JavaScript methods.
113     bool connect(AudioNode* destination, unsigned outputIndex = 0, unsigned inputIndex = 0);
114     bool disconnect(unsigned outputIndex = 0);
115 
sampleRate()116     double sampleRate() const { return m_sampleRate; }
117 
118     // processIfNecessary() is called by our output(s) when the rendering graph needs this AudioNode to process.
119     // This method ensures that the AudioNode will only process once per rendering time quantum even if it's called repeatedly.
120     // This handles the case of "fanout" where an output is connected to multiple AudioNode inputs.
121     // Called from context's audio thread.
122     void processIfNecessary(size_t framesToProcess);
123 
124     // Called when a new connection has been made to one of our inputs or the connection number of channels has changed.
125     // This potentially gives us enough information to perform a lazy initialization or, if necessary, a re-initialization.
126     // Called from main thread.
checkNumberOfChannelsForInput(AudioNodeInput *)127     virtual void checkNumberOfChannelsForInput(AudioNodeInput*) { }
128 
129 #if DEBUG_AUDIONODE_REFERENCES
130     static void printNodeCounts();
131 #endif
132 
isMarkedForDeletion()133     bool isMarkedForDeletion() const { return m_isMarkedForDeletion; }
134 
135 protected:
136     // Inputs and outputs must be created before the AudioNode is initialized.
137     void addInput(PassOwnPtr<AudioNodeInput>);
138     void addOutput(PassOwnPtr<AudioNodeOutput>);
139 
140     // Called by processIfNecessary() to cause all parts of the rendering graph connected to us to process.
141     // Each rendering quantum, the audio data for each of the AudioNode's inputs will be available after this method is called.
142     // Called from context's audio thread.
143     virtual void pullInputs(size_t framesToProcess);
144 
145 private:
146     volatile bool m_isInitialized;
147     NodeType m_type;
148     RefPtr<AudioContext> m_context;
149     double m_sampleRate;
150     Vector<OwnPtr<AudioNodeInput> > m_inputs;
151     Vector<OwnPtr<AudioNodeOutput> > m_outputs;
152 
153     double m_lastProcessingTime;
154 
155     // Ref-counting
156     volatile int m_normalRefCount;
157     volatile int m_connectionRefCount;
158     volatile int m_disabledRefCount;
159 
160     bool m_isMarkedForDeletion;
161     bool m_isDisabled;
162 
163 #if DEBUG_AUDIONODE_REFERENCES
164     static bool s_isNodeCountInitialized;
165     static int s_nodeCount[NodeTypeEnd];
166 #endif
167 };
168 
169 } // namespace WebCore
170 
171 #endif // AudioNode_h
172