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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 
     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 
     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 
    102     bool isInitialized() const { return m_isInitialized; }
    103     void lazyInitialize();
    104 
    105     unsigned numberOfInputs() const { return m_inputs.size(); }
    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 
    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.
    127     virtual void checkNumberOfChannelsForInput(AudioNodeInput*) { }
    128 
    129 #if DEBUG_AUDIONODE_REFERENCES
    130     static void printNodeCounts();
    131 #endif
    132 
    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