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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 AudioBufferSourceNode_h
     26 #define AudioBufferSourceNode_h
     27 
     28 #include "platform/audio/AudioBus.h"
     29 #include "modules/webaudio/AudioBuffer.h"
     30 #include "modules/webaudio/AudioParam.h"
     31 #include "modules/webaudio/AudioScheduledSourceNode.h"
     32 #include "modules/webaudio/PannerNode.h"
     33 #include "wtf/OwnPtr.h"
     34 #include "wtf/PassRefPtr.h"
     35 #include "wtf/RefPtr.h"
     36 #include "wtf/Threading.h"
     37 
     38 namespace blink {
     39 
     40 class AudioContext;
     41 
     42 // AudioBufferSourceNode is an AudioNode representing an audio source from an in-memory audio asset represented by an AudioBuffer.
     43 // It generally will be used for short sounds which require a high degree of scheduling flexibility (can playback in rhythmically perfect ways).
     44 
     45 class AudioBufferSourceNode FINAL : public AudioScheduledSourceNode {
     46     DEFINE_WRAPPERTYPEINFO();
     47 public:
     48     static AudioBufferSourceNode* create(AudioContext*, float sampleRate);
     49 
     50     virtual ~AudioBufferSourceNode();
     51 
     52     // AudioNode
     53     virtual void dispose() OVERRIDE;
     54     virtual void process(size_t framesToProcess) OVERRIDE;
     55 
     56     // setBuffer() is called on the main thread. This is the buffer we use for playback.
     57     void setBuffer(AudioBuffer*, ExceptionState&);
     58     AudioBuffer* buffer() { return m_buffer.get(); }
     59 
     60     // numberOfChannels() returns the number of output channels.  This value equals the number of channels from the buffer.
     61     // If a new buffer is set with a different number of channels, then this value will dynamically change.
     62     unsigned numberOfChannels();
     63 
     64     // Play-state
     65     void start(ExceptionState& exceptionState) { start(0, exceptionState); }
     66     void start(double when, ExceptionState&);
     67     void start(double when, double grainOffset, ExceptionState&);
     68     void start(double when, double grainOffset, double grainDuration, ExceptionState&);
     69 
     70     // Note: the attribute was originally exposed as .looping, but to be more consistent in naming with <audio>
     71     // and with how it's described in the specification, the proper attribute name is .loop
     72     // The old attribute is kept for backwards compatibility.
     73     bool loop() const { return m_isLooping; }
     74     void setLoop(bool looping) { m_isLooping = looping; }
     75 
     76     // Loop times in seconds.
     77     double loopStart() const { return m_loopStart; }
     78     double loopEnd() const { return m_loopEnd; }
     79     void setLoopStart(double loopStart) { m_loopStart = loopStart; }
     80     void setLoopEnd(double loopEnd) { m_loopEnd = loopEnd; }
     81 
     82     AudioParam* playbackRate() { return m_playbackRate.get(); }
     83 
     84     // If a panner node is set, then we can incorporate doppler shift into the playback pitch rate.
     85     void setPannerNode(PannerNode*);
     86     void clearPannerNode();
     87 
     88     // If we are no longer playing, propogate silence ahead to downstream nodes.
     89     virtual bool propagatesSilence() const OVERRIDE;
     90 
     91     // AudioScheduledSourceNode
     92     virtual void finish() OVERRIDE;
     93 
     94     virtual void trace(Visitor*) OVERRIDE;
     95 
     96 private:
     97     AudioBufferSourceNode(AudioContext*, float sampleRate);
     98 
     99     // Returns true on success.
    100     bool renderFromBuffer(AudioBus*, unsigned destinationFrameOffset, size_t numberOfFrames);
    101 
    102     // Render silence starting from "index" frame in AudioBus.
    103     inline bool renderSilenceAndFinishIfNotLooping(AudioBus*, unsigned index, size_t framesToProcess);
    104 
    105     // m_buffer holds the sample data which this node outputs.
    106     Member<AudioBuffer> m_buffer;
    107 
    108     // Pointers for the buffer and destination.
    109     OwnPtr<const float*[]> m_sourceChannels;
    110     OwnPtr<float*[]> m_destinationChannels;
    111 
    112     // Used for the "playbackRate" attributes.
    113     Member<AudioParam> m_playbackRate;
    114 
    115     // If m_isLooping is false, then this node will be done playing and become inactive after it reaches the end of the sample data in the buffer.
    116     // If true, it will wrap around to the start of the buffer each time it reaches the end.
    117     bool m_isLooping;
    118 
    119     double m_loopStart;
    120     double m_loopEnd;
    121 
    122     // m_virtualReadIndex is a sample-frame index into our buffer representing the current playback position.
    123     // Since it's floating-point, it has sub-sample accuracy.
    124     double m_virtualReadIndex;
    125 
    126     // Granular playback
    127     bool m_isGrain;
    128     double m_grainOffset; // in seconds
    129     double m_grainDuration; // in seconds
    130 
    131     // totalPitchRate() returns the instantaneous pitch rate (non-time preserving).
    132     // It incorporates the base pitch rate, any sample-rate conversion factor from the buffer, and any doppler shift from an associated panner node.
    133     double totalPitchRate();
    134 
    135     // We optionally keep track of a panner node which has a doppler shift that
    136     // is incorporated into the pitch rate.
    137     // This RefPtr is connection reference. We must call AudioNode::
    138     // makeConnection() after ref(), and call AudioNode::breakConnection()
    139     // before deref().
    140     // Oilpan: This holds connection references. We must call
    141     // AudioNode::makeConnection when we add an AudioNode to this, and must call
    142     // AudioNode::breakConnection() when we remove an AudioNode from this.
    143     Member<PannerNode> m_pannerNode;
    144 
    145     // This synchronizes process() with setBuffer() which can cause dynamic channel count changes.
    146     mutable Mutex m_processLock;
    147 };
    148 
    149 } // namespace blink
    150 
    151 #endif // AudioBufferSourceNode_h
    152