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 "bindings/v8/ScriptWrappable.h" 29 #include "core/dom/EventTarget.h" 30 #include "core/platform/audio/AudioBus.h" 31 #include "wtf/Forward.h" 32 #include "wtf/OwnPtr.h" 33 #include "wtf/PassOwnPtr.h" 34 #include "wtf/RefPtr.h" 35 #include "wtf/Vector.h" 36 37 #define DEBUG_AUDIONODE_REFERENCES 0 38 39 namespace WebCore { 40 41 class AudioContext; 42 class AudioNodeInput; 43 class AudioNodeOutput; 44 class AudioParam; 45 class ExceptionState; 46 47 // An AudioNode is the basic building block for handling audio within an AudioContext. 48 // It may be an audio source, an intermediate processing module, or an audio destination. 49 // Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inputs and a single output. 50 // An AudioDestinationNode has one input and no outputs and represents the final destination to the audio hardware. 51 // Most processing nodes such as filters will have one input and one output, although multiple inputs and outputs are possible. 52 53 class AudioNode : public ScriptWrappable, public EventTarget { 54 public: 55 enum { ProcessingSizeInFrames = 128 }; 56 57 AudioNode(AudioContext*, float sampleRate); 58 virtual ~AudioNode(); 59 60 AudioContext* context() { return m_context.get(); } 61 const AudioContext* context() const { return m_context.get(); } 62 63 enum NodeType { 64 NodeTypeUnknown, 65 NodeTypeDestination, 66 NodeTypeOscillator, 67 NodeTypeAudioBufferSource, 68 NodeTypeMediaElementAudioSource, 69 NodeTypeMediaStreamAudioDestination, 70 NodeTypeMediaStreamAudioSource, 71 NodeTypeJavaScript, 72 NodeTypeBiquadFilter, 73 NodeTypePanner, 74 NodeTypeConvolver, 75 NodeTypeDelay, 76 NodeTypeGain, 77 NodeTypeChannelSplitter, 78 NodeTypeChannelMerger, 79 NodeTypeAnalyser, 80 NodeTypeDynamicsCompressor, 81 NodeTypeWaveShaper, 82 NodeTypeEnd 83 }; 84 85 enum ChannelCountMode { 86 Max, 87 ClampedMax, 88 Explicit 89 }; 90 91 NodeType nodeType() const { return m_nodeType; } 92 void setNodeType(NodeType); 93 94 // We handle our own ref-counting because of the threading issues and subtle nature of 95 // how AudioNodes can continue processing (playing one-shot sound) after there are no more 96 // JavaScript references to the object. 97 enum RefType { RefTypeNormal, RefTypeConnection }; 98 99 // Can be called from main thread or context's audio thread. 100 void ref(RefType refType = RefTypeNormal); 101 void deref(RefType refType = RefTypeNormal); 102 103 // Can be called from main thread or context's audio thread. It must be called while the context's graph lock is held. 104 void finishDeref(RefType refType); 105 106 // The AudioNodeInput(s) (if any) will already have their input data available when process() is called. 107 // Subclasses will take this input data and put the results in the AudioBus(s) of its AudioNodeOutput(s) (if any). 108 // Called from context's audio thread. 109 virtual void process(size_t framesToProcess) = 0; 110 111 // Resets DSP processing state (clears delay lines, filter memory, etc.) 112 // Called from context's audio thread. 113 virtual void reset() = 0; 114 115 // No significant resources should be allocated until initialize() is called. 116 // Processing may not occur until a node is initialized. 117 virtual void initialize(); 118 virtual void uninitialize(); 119 120 bool isInitialized() const { return m_isInitialized; } 121 void lazyInitialize(); 122 123 unsigned numberOfInputs() const { return m_inputs.size(); } 124 unsigned numberOfOutputs() const { return m_outputs.size(); } 125 126 AudioNodeInput* input(unsigned); 127 AudioNodeOutput* output(unsigned); 128 129 // Called from main thread by corresponding JavaScript methods. 130 virtual void connect(AudioNode*, unsigned outputIndex, unsigned inputIndex, ExceptionState&); 131 void connect(AudioParam*, unsigned outputIndex, ExceptionState&); 132 virtual void disconnect(unsigned outputIndex, ExceptionState&); 133 134 virtual float sampleRate() const { return m_sampleRate; } 135 136 // processIfNecessary() is called by our output(s) when the rendering graph needs this AudioNode to process. 137 // This method ensures that the AudioNode will only process once per rendering time quantum even if it's called repeatedly. 138 // This handles the case of "fanout" where an output is connected to multiple AudioNode inputs. 139 // Called from context's audio thread. 140 void processIfNecessary(size_t framesToProcess); 141 142 // Called when a new connection has been made to one of our inputs or the connection number of channels has changed. 143 // This potentially gives us enough information to perform a lazy initialization or, if necessary, a re-initialization. 144 // Called from main thread. 145 virtual void checkNumberOfChannelsForInput(AudioNodeInput*); 146 147 #if DEBUG_AUDIONODE_REFERENCES 148 static void printNodeCounts(); 149 #endif 150 151 bool isMarkedForDeletion() const { return m_isMarkedForDeletion; } 152 153 // tailTime() is the length of time (not counting latency time) where non-zero output may occur after continuous silent input. 154 virtual double tailTime() const = 0; 155 // latencyTime() is the length of time it takes for non-zero output to appear after non-zero input is provided. This only applies to 156 // processing delay which is an artifact of the processing algorithm chosen and is *not* part of the intrinsic desired effect. For 157 // example, a "delay" effect is expected to delay the signal, and thus would not be considered latency. 158 virtual double latencyTime() const = 0; 159 160 // propagatesSilence() should return true if the node will generate silent output when given silent input. By default, AudioNode 161 // will take tailTime() and latencyTime() into account when determining whether the node will propagate silence. 162 virtual bool propagatesSilence() const; 163 bool inputsAreSilent(); 164 void silenceOutputs(); 165 void unsilenceOutputs(); 166 167 void enableOutputsIfNecessary(); 168 void disableOutputsIfNecessary(); 169 170 unsigned long channelCount(); 171 virtual void setChannelCount(unsigned long, ExceptionState&); 172 173 String channelCountMode(); 174 void setChannelCountMode(const String&, ExceptionState&); 175 176 String channelInterpretation(); 177 void setChannelInterpretation(const String&, ExceptionState&); 178 179 ChannelCountMode internalChannelCountMode() const { return m_channelCountMode; } 180 AudioBus::ChannelInterpretation internalChannelInterpretation() const { return m_channelInterpretation; } 181 182 // EventTarget 183 virtual const AtomicString& interfaceName() const OVERRIDE; 184 virtual ScriptExecutionContext* scriptExecutionContext() const OVERRIDE; 185 virtual EventTargetData* eventTargetData() OVERRIDE { return &m_eventTargetData; } 186 virtual EventTargetData* ensureEventTargetData() OVERRIDE { return &m_eventTargetData; } 187 188 protected: 189 // Inputs and outputs must be created before the AudioNode is initialized. 190 void addInput(PassOwnPtr<AudioNodeInput>); 191 void addOutput(PassOwnPtr<AudioNodeOutput>); 192 193 // Called by processIfNecessary() to cause all parts of the rendering graph connected to us to process. 194 // Each rendering quantum, the audio data for each of the AudioNode's inputs will be available after this method is called. 195 // Called from context's audio thread. 196 virtual void pullInputs(size_t framesToProcess); 197 198 // Force all inputs to take any channel interpretation changes into account. 199 void updateChannelsForInputs(); 200 201 private: 202 volatile bool m_isInitialized; 203 NodeType m_nodeType; 204 RefPtr<AudioContext> m_context; 205 float m_sampleRate; 206 Vector<OwnPtr<AudioNodeInput> > m_inputs; 207 Vector<OwnPtr<AudioNodeOutput> > m_outputs; 208 209 EventTargetData m_eventTargetData; 210 211 double m_lastProcessingTime; 212 double m_lastNonSilentTime; 213 214 // Ref-counting 215 volatile int m_normalRefCount; 216 volatile int m_connectionRefCount; 217 218 bool m_isMarkedForDeletion; 219 bool m_isDisabled; 220 221 #if DEBUG_AUDIONODE_REFERENCES 222 static bool s_isNodeCountInitialized; 223 static int s_nodeCount[NodeTypeEnd]; 224 #endif 225 226 virtual void refEventTarget() OVERRIDE { ref(); } 227 virtual void derefEventTarget() OVERRIDE { deref(); } 228 229 protected: 230 unsigned m_channelCount; 231 ChannelCountMode m_channelCountMode; 232 AudioBus::ChannelInterpretation m_channelInterpretation; 233 }; 234 235 } // namespace WebCore 236 237 #endif // AudioNode_h 238