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