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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 AudioNodeOutput_h
26 #define AudioNodeOutput_h
27 
28 #include "platform/audio/AudioBus.h"
29 #include "modules/webaudio/AudioNode.h"
30 #include "modules/webaudio/AudioParam.h"
31 #include "wtf/HashSet.h"
32 #include "wtf/RefPtr.h"
33 
34 namespace blink {
35 
36 class AudioContext;
37 class AudioNodeInput;
38 
39 // AudioNodeOutput represents a single output for an AudioNode.
40 // It may be connected to one or more AudioNodeInputs.
41 class AudioNodeOutput : public GarbageCollectedFinalized<AudioNodeOutput> {
42 public:
43     // It's OK to pass 0 for numberOfChannels in which case
44     // setNumberOfChannels() must be called later on.
45     static AudioNodeOutput* create(AudioNode*, unsigned numberOfChannels);
46     void trace(Visitor*);
47     void dispose();
48 
49     // Can be called from any thread.
node()50     AudioNode* node() const { return m_node; }
context()51     AudioContext* context() { return m_node->context(); }
52 
53     // Causes our AudioNode to process if it hasn't already for this render quantum.
54     // It returns the bus containing the processed audio for this output, returning inPlaceBus if in-place processing was possible.
55     // Called from context's audio thread.
56     AudioBus* pull(AudioBus* inPlaceBus, size_t framesToProcess);
57 
58     // bus() will contain the rendered audio after pull() is called for each rendering time quantum.
59     // Called from context's audio thread.
60     AudioBus* bus() const;
61 
62     // renderingFanOutCount() is the number of AudioNodeInputs that we're connected to during rendering.
63     // Unlike fanOutCount() it will not change during the course of a render quantum.
64     unsigned renderingFanOutCount() const;
65 
66     // Must be called with the context's graph lock.
67     void disconnectAll();
68 
69     void setNumberOfChannels(unsigned);
numberOfChannels()70     unsigned numberOfChannels() const { return m_numberOfChannels; }
isChannelCountKnown()71     bool isChannelCountKnown() const { return numberOfChannels() > 0; }
72 
isConnected()73     bool isConnected() { return fanOutCount() > 0 || paramFanOutCount() > 0; }
74 
75     // Disable/Enable happens when there are still JavaScript references to a node, but it has otherwise "finished" its work.
76     // For example, when a note has finished playing.  It is kept around, because it may be played again at a later time.
77     // They must be called with the context's graph lock.
78     void disable();
79     void enable();
80 
81     // updateRenderingState() is called in the audio thread at the start or end of the render quantum to handle any recent changes to the graph state.
82     // It must be called with the context's graph lock.
83     void updateRenderingState();
84 
85 private:
86     AudioNodeOutput(AudioNode*, unsigned numberOfChannels);
87 
88     Member<AudioNode> m_node;
89 
90     friend class AudioNodeInput;
91     friend class AudioParam;
92 
93     // These are called from AudioNodeInput.
94     // They must be called with the context's graph lock.
95     void addInput(AudioNodeInput&);
96     void removeInput(AudioNodeInput&);
97     void addParam(AudioParam&);
98     void removeParam(AudioParam&);
99 
100     // fanOutCount() is the number of AudioNodeInputs that we're connected to.
101     // This method should not be called in audio thread rendering code, instead renderingFanOutCount() should be used.
102     // It must be called with the context's graph lock.
103     unsigned fanOutCount();
104 
105     // Similar to fanOutCount(), paramFanOutCount() is the number of AudioParams that we're connected to.
106     // This method should not be called in audio thread rendering code, instead renderingParamFanOutCount() should be used.
107     // It must be called with the context's graph lock.
108     unsigned paramFanOutCount();
109 
110     // Must be called with the context's graph lock.
111     void disconnectAllInputs();
112     void disconnectAllParams();
113 
114     // updateInternalBus() updates m_internalBus appropriately for the number of channels.
115     // It is called in the constructor or in the audio thread with the context's graph lock.
116     void updateInternalBus();
117 
118     // Announce to any nodes we're connected to that we changed our channel count for its input.
119     // It must be called in the audio thread with the context's graph lock.
120     void propagateChannelCount();
121 
122     // updateNumberOfChannels() is called in the audio thread at the start or end of the render quantum to pick up channel changes.
123     // It must be called with the context's graph lock.
124     void updateNumberOfChannels();
125 
126     // m_numberOfChannels will only be changed in the audio thread.
127     // The main thread sets m_desiredNumberOfChannels which will later get picked up in the audio thread in updateNumberOfChannels().
128     unsigned m_numberOfChannels;
129     unsigned m_desiredNumberOfChannels;
130 
131     // m_internalBus and m_inPlaceBus must only be changed in the audio thread with the context's graph lock (or constructor).
132     RefPtr<AudioBus> m_internalBus;
133     RefPtr<AudioBus> m_inPlaceBus;
134     // If m_isInPlace is true, use m_inPlaceBus as the valid AudioBus; If false, use the default m_internalBus.
135     bool m_isInPlace;
136 
137     // Oilpan: This HashMap holds connection references. We must call
138     // AudioNode::makeConnection when we add an AudioNode to this, and must call
139     // AudioNode::breakConnection() when we remove an AudioNode from this.
140     HeapHashMap<Member<AudioNodeInput>, Member<AudioNode> > m_inputs;
141     typedef HeapHashMap<Member<AudioNodeInput>, Member<AudioNode> >::iterator InputsIterator;
142     bool m_isEnabled;
143 
144 #if ENABLE_ASSERT
145     bool m_didCallDispose;
146 #endif
147 
148     // For the purposes of rendering, keeps track of the number of inputs and AudioParams we're connected to.
149     // These value should only be changed at the very start or end of the rendering quantum.
150     unsigned m_renderingFanOutCount;
151     unsigned m_renderingParamFanOutCount;
152 
153     HeapHashSet<Member<AudioParam> > m_params;
154 };
155 
156 } // namespace blink
157 
158 #endif // AudioNodeOutput_h
159