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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 #include "config.h"
26 
27 #if ENABLE(WEB_AUDIO)
28 
29 #include "modules/webaudio/AudioBasicProcessorNode.h"
30 
31 #include "platform/audio/AudioBus.h"
32 #include "platform/audio/AudioProcessor.h"
33 #include "modules/webaudio/AudioContext.h"
34 #include "modules/webaudio/AudioNodeInput.h"
35 #include "modules/webaudio/AudioNodeOutput.h"
36 
37 namespace blink {
38 
AudioBasicProcessorNode(AudioContext * context,float sampleRate)39 AudioBasicProcessorNode::AudioBasicProcessorNode(AudioContext* context, float sampleRate)
40     : AudioNode(context, sampleRate)
41 {
42     addInput();
43     addOutput(AudioNodeOutput::create(this, 1));
44 
45     // The subclass must create m_processor.
46 }
47 
~AudioBasicProcessorNode()48 AudioBasicProcessorNode::~AudioBasicProcessorNode()
49 {
50     ASSERT(!isInitialized());
51 }
52 
trace(Visitor * visitor)53 void AudioBasicProcessorNode::trace(Visitor* visitor)
54 {
55     visitor->trace(m_processor);
56     AudioNode::trace(visitor);
57 }
58 
dispose()59 void AudioBasicProcessorNode::dispose()
60 {
61     uninitialize();
62     AudioNode::dispose();
63 }
64 
initialize()65 void AudioBasicProcessorNode::initialize()
66 {
67     if (isInitialized())
68         return;
69 
70     ASSERT(processor());
71     processor()->initialize();
72 
73     AudioNode::initialize();
74 }
75 
uninitialize()76 void AudioBasicProcessorNode::uninitialize()
77 {
78     if (!isInitialized())
79         return;
80 
81     ASSERT(processor());
82     processor()->uninitialize();
83 
84     AudioNode::uninitialize();
85 }
86 
process(size_t framesToProcess)87 void AudioBasicProcessorNode::process(size_t framesToProcess)
88 {
89     AudioBus* destinationBus = output(0)->bus();
90 
91     if (!isInitialized() || !processor() || processor()->numberOfChannels() != numberOfChannels())
92         destinationBus->zero();
93     else {
94         AudioBus* sourceBus = input(0)->bus();
95 
96         // FIXME: if we take "tail time" into account, then we can avoid calling processor()->process() once the tail dies down.
97         if (!input(0)->isConnected())
98             sourceBus->zero();
99 
100         processor()->process(sourceBus, destinationBus, framesToProcess);
101     }
102 }
103 
104 // Nice optimization in the very common case allowing for "in-place" processing
pullInputs(size_t framesToProcess)105 void AudioBasicProcessorNode::pullInputs(size_t framesToProcess)
106 {
107     // Render input stream - suggest to the input to render directly into output bus for in-place processing in process() if possible.
108     input(0)->pull(output(0)->bus(), framesToProcess);
109 }
110 
111 // As soon as we know the channel count of our input, we can lazily initialize.
112 // Sometimes this may be called more than once with different channel counts, in which case we must safely
113 // uninitialize and then re-initialize with the new channel count.
checkNumberOfChannelsForInput(AudioNodeInput * input)114 void AudioBasicProcessorNode::checkNumberOfChannelsForInput(AudioNodeInput* input)
115 {
116     ASSERT(context()->isAudioThread() && context()->isGraphOwner());
117 
118     ASSERT(input == this->input(0));
119     if (input != this->input(0))
120         return;
121 
122     ASSERT(processor());
123     if (!processor())
124         return;
125 
126     unsigned numberOfChannels = input->numberOfChannels();
127 
128     if (isInitialized() && numberOfChannels != output(0)->numberOfChannels()) {
129         // We're already initialized but the channel count has changed.
130         uninitialize();
131     }
132 
133     if (!isInitialized()) {
134         // This will propagate the channel count to any nodes connected further down the chain...
135         output(0)->setNumberOfChannels(numberOfChannels);
136 
137         // Re-initialize the processor with the new channel count.
138         processor()->setNumberOfChannels(numberOfChannels);
139         initialize();
140     }
141 
142     AudioNode::checkNumberOfChannelsForInput(input);
143 }
144 
numberOfChannels()145 unsigned AudioBasicProcessorNode::numberOfChannels()
146 {
147     return output(0)->numberOfChannels();
148 }
149 
tailTime() const150 double AudioBasicProcessorNode::tailTime() const
151 {
152     return m_processor->tailTime();
153 }
154 
latencyTime() const155 double AudioBasicProcessorNode::latencyTime() const
156 {
157     return m_processor->latencyTime();
158 }
159 
160 } // namespace blink
161 
162 #endif // ENABLE(WEB_AUDIO)
163