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 AudioContext_h 26 #define AudioContext_h 27 28 #include "bindings/v8/ScriptWrappable.h" 29 #include "core/dom/ActiveDOMObject.h" 30 #include "core/events/EventListener.h" 31 #include "core/events/EventTarget.h" 32 #include "platform/audio/AudioBus.h" 33 #include "platform/audio/HRTFDatabaseLoader.h" 34 #include "modules/webaudio/AsyncAudioDecoder.h" 35 #include "modules/webaudio/AudioDestinationNode.h" 36 #include "wtf/HashSet.h" 37 #include "wtf/MainThread.h" 38 #include "wtf/OwnPtr.h" 39 #include "wtf/PassRefPtr.h" 40 #include "wtf/RefCounted.h" 41 #include "wtf/RefPtr.h" 42 #include "wtf/ThreadSafeRefCounted.h" 43 #include "wtf/Threading.h" 44 #include "wtf/Vector.h" 45 #include "wtf/text/AtomicStringHash.h" 46 47 namespace WebCore { 48 49 class AnalyserNode; 50 class AudioBuffer; 51 class AudioBufferCallback; 52 class AudioBufferSourceNode; 53 class AudioListener; 54 class AudioSummingJunction; 55 class BiquadFilterNode; 56 class ChannelMergerNode; 57 class ChannelSplitterNode; 58 class ConvolverNode; 59 class DelayNode; 60 class Document; 61 class DynamicsCompressorNode; 62 class ExceptionState; 63 class GainNode; 64 class HTMLMediaElement; 65 class MediaElementAudioSourceNode; 66 class MediaStreamAudioDestinationNode; 67 class MediaStreamAudioSourceNode; 68 class OscillatorNode; 69 class PannerNode; 70 class PeriodicWave; 71 class ScriptProcessorNode; 72 class WaveShaperNode; 73 74 // AudioContext is the cornerstone of the web audio API and all AudioNodes are created from it. 75 // For thread safety between the audio thread and the main thread, it has a rendering graph locking mechanism. 76 77 class AudioContext : public ActiveDOMObject, public ScriptWrappable, public ThreadSafeRefCounted<AudioContext>, public EventTargetWithInlineData { 78 DEFINE_EVENT_TARGET_REFCOUNTING(ThreadSafeRefCounted<AudioContext>); 79 public: 80 // Create an AudioContext for rendering to the audio hardware. 81 static PassRefPtr<AudioContext> create(Document&, ExceptionState&); 82 83 // Deprecated: create an AudioContext for offline (non-realtime) rendering. 84 static PassRefPtr<AudioContext> create(Document&, unsigned numberOfChannels, size_t numberOfFrames, float sampleRate, ExceptionState&); 85 86 virtual ~AudioContext(); 87 88 bool isInitialized() const; 89 90 bool isOfflineContext() { return m_isOfflineContext; } 91 92 // Returns true when initialize() was called AND all asynchronous initialization has completed. 93 bool isRunnable() const; 94 95 HRTFDatabaseLoader* hrtfDatabaseLoader() const { return m_hrtfDatabaseLoader.get(); } 96 97 // Document notification 98 virtual void stop(); 99 100 Document* document() const; // ASSERTs if document no longer exists. 101 bool hasDocument(); 102 103 AudioDestinationNode* destination() { return m_destinationNode.get(); } 104 size_t currentSampleFrame() const { return m_destinationNode->currentSampleFrame(); } 105 double currentTime() const { return m_destinationNode->currentTime(); } 106 float sampleRate() const { return m_destinationNode->sampleRate(); } 107 unsigned long activeSourceCount() const { return static_cast<unsigned long>(m_activeSourceCount); } 108 109 void incrementActiveSourceCount(); 110 void decrementActiveSourceCount(); 111 112 PassRefPtr<AudioBuffer> createBuffer(unsigned numberOfChannels, size_t numberOfFrames, float sampleRate, ExceptionState&); 113 PassRefPtr<AudioBuffer> createBuffer(ArrayBuffer*, bool mixToMono, ExceptionState&); 114 115 // Asynchronous audio file data decoding. 116 void decodeAudioData(ArrayBuffer*, PassOwnPtr<AudioBufferCallback>, PassOwnPtr<AudioBufferCallback>, ExceptionState&); 117 118 AudioListener* listener() { return m_listener.get(); } 119 120 // The AudioNode create methods are called on the main thread (from JavaScript). 121 PassRefPtr<AudioBufferSourceNode> createBufferSource(); 122 PassRefPtr<MediaElementAudioSourceNode> createMediaElementSource(HTMLMediaElement*, ExceptionState&); 123 PassRefPtr<MediaStreamAudioSourceNode> createMediaStreamSource(MediaStream*, ExceptionState&); 124 PassRefPtr<MediaStreamAudioDestinationNode> createMediaStreamDestination(); 125 PassRefPtr<GainNode> createGain(); 126 PassRefPtr<BiquadFilterNode> createBiquadFilter(); 127 PassRefPtr<WaveShaperNode> createWaveShaper(); 128 PassRefPtr<DelayNode> createDelay(ExceptionState&); 129 PassRefPtr<DelayNode> createDelay(double maxDelayTime, ExceptionState&); 130 PassRefPtr<PannerNode> createPanner(); 131 PassRefPtr<ConvolverNode> createConvolver(); 132 PassRefPtr<DynamicsCompressorNode> createDynamicsCompressor(); 133 PassRefPtr<AnalyserNode> createAnalyser(); 134 PassRefPtr<ScriptProcessorNode> createScriptProcessor(ExceptionState&); 135 PassRefPtr<ScriptProcessorNode> createScriptProcessor(size_t bufferSize, ExceptionState&); 136 PassRefPtr<ScriptProcessorNode> createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, ExceptionState&); 137 PassRefPtr<ScriptProcessorNode> createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, size_t numberOfOutputChannels, ExceptionState&); 138 PassRefPtr<ChannelSplitterNode> createChannelSplitter(ExceptionState&); 139 PassRefPtr<ChannelSplitterNode> createChannelSplitter(size_t numberOfOutputs, ExceptionState&); 140 PassRefPtr<ChannelMergerNode> createChannelMerger(ExceptionState&); 141 PassRefPtr<ChannelMergerNode> createChannelMerger(size_t numberOfInputs, ExceptionState&); 142 PassRefPtr<OscillatorNode> createOscillator(); 143 PassRefPtr<PeriodicWave> createPeriodicWave(Float32Array* real, Float32Array* imag, ExceptionState&); 144 145 // When a source node has no more processing to do (has finished playing), then it tells the context to dereference it. 146 void notifyNodeFinishedProcessing(AudioNode*); 147 148 // Called at the start of each render quantum. 149 void handlePreRenderTasks(); 150 151 // Called at the end of each render quantum. 152 void handlePostRenderTasks(); 153 154 // Called periodically at the end of each render quantum to dereference finished source nodes. 155 void derefFinishedSourceNodes(); 156 157 // We schedule deletion of all marked nodes at the end of each realtime render quantum. 158 void markForDeletion(AudioNode*); 159 void deleteMarkedNodes(); 160 161 // AudioContext can pull node(s) at the end of each render quantum even when they are not connected to any downstream nodes. 162 // These two methods are called by the nodes who want to add/remove themselves into/from the automatic pull lists. 163 void addAutomaticPullNode(AudioNode*); 164 void removeAutomaticPullNode(AudioNode*); 165 166 // Called right before handlePostRenderTasks() to handle nodes which need to be pulled even when they are not connected to anything. 167 void processAutomaticPullNodes(size_t framesToProcess); 168 169 // Keeps track of the number of connections made. 170 void incrementConnectionCount() 171 { 172 ASSERT(isMainThread()); 173 m_connectionCount++; 174 } 175 176 unsigned connectionCount() const { return m_connectionCount; } 177 178 // 179 // Thread Safety and Graph Locking: 180 // 181 182 void setAudioThread(ThreadIdentifier thread) { m_audioThread = thread; } // FIXME: check either not initialized or the same 183 ThreadIdentifier audioThread() const { return m_audioThread; } 184 bool isAudioThread() const; 185 186 // Returns true only after the audio thread has been started and then shutdown. 187 bool isAudioThreadFinished() { return m_isAudioThreadFinished; } 188 189 // mustReleaseLock is set to true if we acquired the lock in this method call and caller must unlock(), false if it was previously acquired. 190 void lock(bool& mustReleaseLock); 191 192 // Returns true if we own the lock. 193 // mustReleaseLock is set to true if we acquired the lock in this method call and caller must unlock(), false if it was previously acquired. 194 bool tryLock(bool& mustReleaseLock); 195 196 void unlock(); 197 198 // Returns true if this thread owns the context's lock. 199 bool isGraphOwner() const; 200 201 // Returns the maximum numuber of channels we can support. 202 static unsigned maxNumberOfChannels() { return MaxNumberOfChannels;} 203 204 class AutoLocker { 205 public: 206 AutoLocker(AudioContext* context) 207 : m_context(context) 208 { 209 ASSERT(context); 210 context->lock(m_mustReleaseLock); 211 } 212 213 ~AutoLocker() 214 { 215 if (m_mustReleaseLock) 216 m_context->unlock(); 217 } 218 private: 219 AudioContext* m_context; 220 bool m_mustReleaseLock; 221 }; 222 223 // In AudioNode::deref() a tryLock() is used for calling finishDeref(), but if it fails keep track here. 224 void addDeferredFinishDeref(AudioNode*); 225 226 // In the audio thread at the start of each render cycle, we'll call handleDeferredFinishDerefs(). 227 void handleDeferredFinishDerefs(); 228 229 // Only accessed when the graph lock is held. 230 void markSummingJunctionDirty(AudioSummingJunction*); 231 void markAudioNodeOutputDirty(AudioNodeOutput*); 232 233 // Must be called on main thread. 234 void removeMarkedSummingJunction(AudioSummingJunction*); 235 236 // EventTarget 237 virtual const AtomicString& interfaceName() const OVERRIDE; 238 virtual ExecutionContext* executionContext() const OVERRIDE; 239 240 DEFINE_ATTRIBUTE_EVENT_LISTENER(complete); 241 242 void startRendering(); 243 void fireCompletionEvent(); 244 245 static unsigned s_hardwareContextCount; 246 247 protected: 248 explicit AudioContext(Document*); 249 AudioContext(Document*, unsigned numberOfChannels, size_t numberOfFrames, float sampleRate); 250 251 static bool isSampleRateRangeGood(float sampleRate); 252 253 private: 254 void constructCommon(); 255 256 void lazyInitialize(); 257 void uninitialize(); 258 259 // ExecutionContext calls stop twice. 260 // We'd like to schedule only one stop action for them. 261 bool m_isStopScheduled; 262 static void stopDispatch(void* userData); 263 void clear(); 264 265 void scheduleNodeDeletion(); 266 static void deleteMarkedNodesDispatch(void* userData); 267 268 bool m_isInitialized; 269 bool m_isAudioThreadFinished; 270 271 // The context itself keeps a reference to all source nodes. The source nodes, then reference all nodes they're connected to. 272 // In turn, these nodes reference all nodes they're connected to. All nodes are ultimately connected to the AudioDestinationNode. 273 // When the context dereferences a source node, it will be deactivated from the rendering graph along with all other nodes it is 274 // uniquely connected to. See the AudioNode::ref() and AudioNode::deref() methods for more details. 275 void refNode(AudioNode*); 276 void derefNode(AudioNode*); 277 278 // When the context goes away, there might still be some sources which haven't finished playing. 279 // Make sure to dereference them here. 280 void derefUnfinishedSourceNodes(); 281 282 RefPtr<AudioDestinationNode> m_destinationNode; 283 RefPtr<AudioListener> m_listener; 284 285 // Only accessed in the audio thread. 286 Vector<AudioNode*> m_finishedNodes; 287 288 // We don't use RefPtr<AudioNode> here because AudioNode has a more complex ref() / deref() implementation 289 // with an optional argument for refType. We need to use the special refType: RefTypeConnection 290 // Either accessed when the graph lock is held, or on the main thread when the audio thread has finished. 291 Vector<AudioNode*> m_referencedNodes; 292 293 // Accumulate nodes which need to be deleted here. 294 // This is copied to m_nodesToDelete at the end of a render cycle in handlePostRenderTasks(), where we're assured of a stable graph 295 // state which will have no references to any of the nodes in m_nodesToDelete once the context lock is released 296 // (when handlePostRenderTasks() has completed). 297 Vector<AudioNode*> m_nodesMarkedForDeletion; 298 299 // They will be scheduled for deletion (on the main thread) at the end of a render cycle (in realtime thread). 300 Vector<AudioNode*> m_nodesToDelete; 301 bool m_isDeletionScheduled; 302 303 // Only accessed when the graph lock is held. 304 HashSet<AudioSummingJunction*> m_dirtySummingJunctions; 305 HashSet<AudioNodeOutput*> m_dirtyAudioNodeOutputs; 306 void handleDirtyAudioSummingJunctions(); 307 void handleDirtyAudioNodeOutputs(); 308 309 // For the sake of thread safety, we maintain a seperate Vector of automatic pull nodes for rendering in m_renderingAutomaticPullNodes. 310 // It will be copied from m_automaticPullNodes by updateAutomaticPullNodes() at the very start or end of the rendering quantum. 311 HashSet<AudioNode*> m_automaticPullNodes; 312 Vector<AudioNode*> m_renderingAutomaticPullNodes; 313 // m_automaticPullNodesNeedUpdating keeps track if m_automaticPullNodes is modified. 314 bool m_automaticPullNodesNeedUpdating; 315 void updateAutomaticPullNodes(); 316 317 unsigned m_connectionCount; 318 319 // Graph locking. 320 Mutex m_contextGraphMutex; 321 volatile ThreadIdentifier m_audioThread; 322 volatile ThreadIdentifier m_graphOwnerThread; // if the lock is held then this is the thread which owns it, otherwise == UndefinedThreadIdentifier 323 324 // Only accessed in the audio thread. 325 Vector<AudioNode*> m_deferredFinishDerefList; 326 327 // HRTF Database loader 328 RefPtr<HRTFDatabaseLoader> m_hrtfDatabaseLoader; 329 330 RefPtr<AudioBuffer> m_renderTarget; 331 332 bool m_isOfflineContext; 333 334 AsyncAudioDecoder m_audioDecoder; 335 336 // This is considering 32 is large enough for multiple channels audio. 337 // It is somewhat arbitrary and could be increased if necessary. 338 enum { MaxNumberOfChannels = 32 }; 339 340 // Number of AudioBufferSourceNodes that are active (playing). 341 int m_activeSourceCount; 342 }; 343 344 } // WebCore 345 346 #endif // AudioContext_h 347