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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 "bindings/v8/ScriptWrappable.h"
     29 #include "modules/EventTargetModules.h"
     30 #include "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 // AudioNode has its own ref-counting mechanism that use RefTypes so we cannot use RefCountedGarbageCollected.
     54 class AudioNode : public NoBaseWillBeGarbageCollectedFinalized<AudioNode>, public ScriptWrappable, public EventTargetWithInlineData {
     55     WILL_BE_USING_GARBAGE_COLLECTED_MIXIN(AudioNode);
     56 public:
     57     enum { ProcessingSizeInFrames = 128 };
     58 
     59     AudioNode(AudioContext*, float sampleRate);
     60     virtual ~AudioNode();
     61 
     62     AudioContext* context() { return m_context.get(); }
     63     const AudioContext* context() const { return m_context.get(); }
     64 
     65     enum NodeType {
     66         NodeTypeUnknown,
     67         NodeTypeDestination,
     68         NodeTypeOscillator,
     69         NodeTypeAudioBufferSource,
     70         NodeTypeMediaElementAudioSource,
     71         NodeTypeMediaStreamAudioDestination,
     72         NodeTypeMediaStreamAudioSource,
     73         NodeTypeJavaScript,
     74         NodeTypeBiquadFilter,
     75         NodeTypePanner,
     76         NodeTypeConvolver,
     77         NodeTypeDelay,
     78         NodeTypeGain,
     79         NodeTypeChannelSplitter,
     80         NodeTypeChannelMerger,
     81         NodeTypeAnalyser,
     82         NodeTypeDynamicsCompressor,
     83         NodeTypeWaveShaper,
     84         NodeTypeEnd
     85     };
     86 
     87     enum ChannelCountMode {
     88         Max,
     89         ClampedMax,
     90         Explicit
     91     };
     92 
     93     NodeType nodeType() const { return m_nodeType; }
     94     String nodeTypeName() const;
     95     void setNodeType(NodeType);
     96 
     97     // We handle our own ref-counting because of the threading issues and subtle nature of
     98     // how AudioNodes can continue processing (playing one-shot sound) after there are no more
     99     // JavaScript references to the object.
    100     enum RefType { RefTypeNormal, RefTypeConnection };
    101 
    102     // Can be called from main thread or context's audio thread.
    103     void ref(RefType refType = RefTypeNormal);
    104     void deref(RefType refType = RefTypeNormal);
    105 
    106     // Can be called from main thread or context's audio thread.  It must be called while the context's graph lock is held.
    107     void finishDeref(RefType refType);
    108 
    109     // The AudioNodeInput(s) (if any) will already have their input data available when process() is called.
    110     // Subclasses will take this input data and put the results in the AudioBus(s) of its AudioNodeOutput(s) (if any).
    111     // Called from context's audio thread.
    112     virtual void process(size_t framesToProcess) = 0;
    113 
    114     // No significant resources should be allocated until initialize() is called.
    115     // Processing may not occur until a node is initialized.
    116     virtual void initialize();
    117     virtual void uninitialize();
    118 
    119     bool isInitialized() const { return m_isInitialized; }
    120 
    121     unsigned numberOfInputs() const { return m_inputs.size(); }
    122     unsigned numberOfOutputs() const { return m_outputs.size(); }
    123 
    124     AudioNodeInput* input(unsigned);
    125     AudioNodeOutput* output(unsigned);
    126 
    127     // Called from main thread by corresponding JavaScript methods.
    128     virtual void connect(AudioNode*, unsigned outputIndex, unsigned inputIndex, ExceptionState&);
    129     void connect(AudioParam*, unsigned outputIndex, ExceptionState&);
    130     virtual void disconnect(unsigned outputIndex, ExceptionState&);
    131 
    132     virtual float sampleRate() const { return m_sampleRate; }
    133 
    134     // processIfNecessary() is called by our output(s) when the rendering graph needs this AudioNode to process.
    135     // This method ensures that the AudioNode will only process once per rendering time quantum even if it's called repeatedly.
    136     // This handles the case of "fanout" where an output is connected to multiple AudioNode inputs.
    137     // Called from context's audio thread.
    138     void processIfNecessary(size_t framesToProcess);
    139 
    140     // Called when a new connection has been made to one of our inputs or the connection number of channels has changed.
    141     // This potentially gives us enough information to perform a lazy initialization or, if necessary, a re-initialization.
    142     // Called from main thread.
    143     virtual void checkNumberOfChannelsForInput(AudioNodeInput*);
    144 
    145 #if DEBUG_AUDIONODE_REFERENCES
    146     static void printNodeCounts();
    147 #endif
    148 
    149     bool isMarkedForDeletion() const { return m_isMarkedForDeletion; }
    150 
    151     // tailTime() is the length of time (not counting latency time) where non-zero output may occur after continuous silent input.
    152     virtual double tailTime() const = 0;
    153     // latencyTime() is the length of time it takes for non-zero output to appear after non-zero input is provided. This only applies to
    154     // processing delay which is an artifact of the processing algorithm chosen and is *not* part of the intrinsic desired effect. For
    155     // example, a "delay" effect is expected to delay the signal, and thus would not be considered latency.
    156     virtual double latencyTime() const = 0;
    157 
    158     // propagatesSilence() should return true if the node will generate silent output when given silent input. By default, AudioNode
    159     // will take tailTime() and latencyTime() into account when determining whether the node will propagate silence.
    160     virtual bool propagatesSilence() const;
    161     bool inputsAreSilent();
    162     void silenceOutputs();
    163     void unsilenceOutputs();
    164 
    165     void enableOutputsIfNecessary();
    166     void disableOutputsIfNecessary();
    167 
    168     unsigned long channelCount();
    169     virtual void setChannelCount(unsigned long, ExceptionState&);
    170 
    171     String channelCountMode();
    172     void setChannelCountMode(const String&, ExceptionState&);
    173 
    174     String channelInterpretation();
    175     void setChannelInterpretation(const String&, ExceptionState&);
    176 
    177     ChannelCountMode internalChannelCountMode() const { return m_channelCountMode; }
    178     AudioBus::ChannelInterpretation internalChannelInterpretation() const { return m_channelInterpretation; }
    179 
    180     // EventTarget
    181     virtual const AtomicString& interfaceName() const OVERRIDE FINAL;
    182     virtual ExecutionContext* executionContext() const OVERRIDE FINAL;
    183 
    184     virtual void trace(Visitor*) OVERRIDE;
    185 
    186 #if ENABLE(OILPAN)
    187     void clearKeepAlive();
    188 #endif
    189 
    190 protected:
    191     // Inputs and outputs must be created before the AudioNode is initialized.
    192     void addInput(PassOwnPtr<AudioNodeInput>);
    193     void addOutput(PassOwnPtr<AudioNodeOutput>);
    194 
    195     // Called by processIfNecessary() to cause all parts of the rendering graph connected to us to process.
    196     // Each rendering quantum, the audio data for each of the AudioNode's inputs will be available after this method is called.
    197     // Called from context's audio thread.
    198     virtual void pullInputs(size_t framesToProcess);
    199 
    200     // Force all inputs to take any channel interpretation changes into account.
    201     void updateChannelsForInputs();
    202 
    203 private:
    204     volatile bool m_isInitialized;
    205     NodeType m_nodeType;
    206     RefPtrWillBeMember<AudioContext> m_context;
    207     float m_sampleRate;
    208     Vector<OwnPtr<AudioNodeInput> > m_inputs;
    209     Vector<OwnPtr<AudioNodeOutput> > m_outputs;
    210 
    211 #if ENABLE(OILPAN)
    212     // AudioNodes are in the oilpan heap but they are still reference counted at
    213     // the same time. This is because we are not allowed to stop the audio
    214     // thread and thus the audio thread cannot allocate objects in the oilpan
    215     // heap.
    216     // The m_keepAlive handle is used to keep a persistent reference to this
    217     // AudioNode while someone has a reference to this AudioNode through a
    218     // RefPtr.
    219     GC_PLUGIN_IGNORE("http://crbug.com/353083")
    220     OwnPtr<Persistent<AudioNode> > m_keepAlive;
    221 #endif
    222 
    223     double m_lastProcessingTime;
    224     double m_lastNonSilentTime;
    225 
    226     // Ref-counting
    227     volatile int m_normalRefCount;
    228     volatile int m_connectionRefCount;
    229 
    230     bool m_isMarkedForDeletion;
    231     bool m_isDisabled;
    232 
    233 #if DEBUG_AUDIONODE_REFERENCES
    234     static bool s_isNodeCountInitialized;
    235     static int s_nodeCount[NodeTypeEnd];
    236 #endif
    237 
    238 #if !ENABLE(OILPAN)
    239     virtual void refEventTarget() OVERRIDE FINAL { ref(); }
    240     virtual void derefEventTarget() OVERRIDE FINAL { deref(); }
    241 #endif
    242 
    243 protected:
    244     unsigned m_channelCount;
    245     ChannelCountMode m_channelCountMode;
    246     AudioBus::ChannelInterpretation m_channelInterpretation;
    247 };
    248 
    249 } // namespace WebCore
    250 
    251 #endif // AudioNode_h
    252