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/*
* Copyright (C) 2010, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef AudioNode_h
#define AudioNode_h
#include "modules/EventTargetModules.h"
#include "modules/ModulesExport.h"
#include "platform/audio/AudioBus.h"
#include "wtf/Forward.h"
#include "wtf/OwnPtr.h"
#include "wtf/PassOwnPtr.h"
#include "wtf/RefPtr.h"
#include "wtf/Vector.h"
#define DEBUG_AUDIONODE_REFERENCES 0
namespace blink {
class AbstractAudioContext;
class AudioNode;
class AudioNodeInput;
class AudioNodeOutput;
class AudioParam;
class ExceptionState;
// An AudioNode is the basic building block for handling audio within an AbstractAudioContext.
// It may be an audio source, an intermediate processing module, or an audio destination.
// Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inputs and a single output.
// An AudioDestinationNode has one input and no outputs and represents the final destination to the audio hardware.
// Most processing nodes such as filters will have one input and one output, although multiple inputs and outputs are possible.
// Each of AudioNode objects owns its dedicated AudioHandler object. AudioNode
// is responsible to provide IDL-accessible interface and its lifetime is
// managed by Oilpan GC. AudioHandler is responsible for anything else. We must
// not touch AudioNode objects in an audio rendering thread.
// AudioHandler is created and owned by an AudioNode almost all the time. When
// the AudioNode is about to die, the ownership of its AudioHandler is
// transferred to DeferredTaskHandler, and it does deref the AudioHandler on the
// main thread.
//
// Be careful to avoid reference cycles. If an AudioHandler has a reference
// cycle including the owner AudioNode, objects in the cycle are never
// collected.
class MODULES_EXPORT AudioHandler : public ThreadSafeRefCounted<AudioHandler> {
public:
enum { ProcessingSizeInFrames = 128 };
enum NodeType {
NodeTypeUnknown,
NodeTypeDestination,
NodeTypeOscillator,
NodeTypeAudioBufferSource,
NodeTypeMediaElementAudioSource,
NodeTypeMediaStreamAudioDestination,
NodeTypeMediaStreamAudioSource,
NodeTypeJavaScript,
NodeTypeBiquadFilter,
NodeTypePanner,
NodeTypeStereoPanner,
NodeTypeConvolver,
NodeTypeDelay,
NodeTypeGain,
NodeTypeChannelSplitter,
NodeTypeChannelMerger,
NodeTypeAnalyser,
NodeTypeDynamicsCompressor,
NodeTypeWaveShaper,
NodeTypeEnd
};
AudioHandler(NodeType, AudioNode&, float sampleRate);
virtual ~AudioHandler();
// dispose() is called when the owner AudioNode is about to be
// destructed. This must be called in the main thread, and while the graph
// lock is held.
// Do not release resources used by an audio rendering thread in dispose().
virtual void dispose();
// node() returns a valid object until dispose() is called. This returns
// nullptr after dispose(). We must not call node() in an audio rendering
// thread.
AudioNode* node() const;
// context() returns a valid object until the AbstractAudioContext dies, and returns
// nullptr otherwise. This always returns a valid object in an audio
// rendering thread, and inside dispose(). We must not call context() in
// the destructor.
AbstractAudioContext* context() const;
void clearContext() { m_context = nullptr; }
enum ChannelCountMode {
Max,
ClampedMax,
Explicit
};
NodeType nodeType() const { return m_nodeType; }
String nodeTypeName() const;
// This object has been connected to another object. This might have
// existing connections from others.
// This function must be called after acquiring a connection reference.
void makeConnection();
// This object will be disconnected from another object. This might have
// remaining connections from others.
// This function must be called before releasing a connection reference.
void breakConnection();
// Can be called from main thread or context's audio thread. It must be called while the context's graph lock is held.
void breakConnectionWithLock();
// The AudioNodeInput(s) (if any) will already have their input data available when process() is called.
// Subclasses will take this input data and put the results in the AudioBus(s) of its AudioNodeOutput(s) (if any).
// Called from context's audio thread.
virtual void process(size_t framesToProcess) = 0;
// No significant resources should be allocated until initialize() is called.
// Processing may not occur until a node is initialized.
virtual void initialize();
virtual void uninitialize();
// Clear internal state when the node is disabled. When a node is disabled,
// it is no longer pulled so any internal state is never updated. But some
// nodes (DynamicsCompressorNode) have internal state that is still
// accessible by the user. Update the internal state as if the node were
// still connected but processing all zeroes. This gives a consistent view
// to the user.
virtual void clearInternalStateWhenDisabled();
bool isInitialized() const { return m_isInitialized; }
unsigned numberOfInputs() const { return m_inputs.size(); }
unsigned numberOfOutputs() const { return m_outputs.size(); }
// Number of output channels. This only matters for ScriptProcessorNodes.
virtual unsigned numberOfOutputChannels() const;
// The argument must be less than numberOfInputs().
AudioNodeInput& input(unsigned);
// The argument must be less than numberOfOutputs().
AudioNodeOutput& output(unsigned);
virtual float sampleRate() const { return m_sampleRate; }
// processIfNecessary() is called by our output(s) when the rendering graph needs this AudioNode to process.
// This method ensures that the AudioNode will only process once per rendering time quantum even if it's called repeatedly.
// This handles the case of "fanout" where an output is connected to multiple AudioNode inputs.
// Called from context's audio thread.
void processIfNecessary(size_t framesToProcess);
// Called when a new connection has been made to one of our inputs or the connection number of channels has changed.
// This potentially gives us enough information to perform a lazy initialization or, if necessary, a re-initialization.
// Called from main thread.
virtual void checkNumberOfChannelsForInput(AudioNodeInput*);
#if DEBUG_AUDIONODE_REFERENCES
static void printNodeCounts();
#endif
// tailTime() is the length of time (not counting latency time) where
// non-zero output may occur after continuous silent input.
virtual double tailTime() const;
// latencyTime() is the length of time it takes for non-zero output to
// appear after non-zero input is provided. This only applies to processing
// delay which is an artifact of the processing algorithm chosen and is
// *not* part of the intrinsic desired effect. For example, a "delay" effect
// is expected to delay the signal, and thus would not be considered
// latency.
virtual double latencyTime() const;
// propagatesSilence() should return true if the node will generate silent output when given silent input. By default, AudioNode
// will take tailTime() and latencyTime() into account when determining whether the node will propagate silence.
virtual bool propagatesSilence() const;
bool inputsAreSilent();
void silenceOutputs();
void unsilenceOutputs();
void enableOutputsIfNecessary();
void disableOutputsIfNecessary();
unsigned long channelCount();
virtual void setChannelCount(unsigned long, ExceptionState&);
String channelCountMode();
virtual void setChannelCountMode(const String&, ExceptionState&);
String channelInterpretation();
void setChannelInterpretation(const String&, ExceptionState&);
ChannelCountMode internalChannelCountMode() const { return m_channelCountMode; }
AudioBus::ChannelInterpretation internalChannelInterpretation() const { return m_channelInterpretation; }
void updateChannelCountMode();
protected:
// Inputs and outputs must be created before the AudioHandler is
// initialized.
void addInput();
void addOutput(unsigned numberOfChannels);
// Called by processIfNecessary() to cause all parts of the rendering graph connected to us to process.
// Each rendering quantum, the audio data for each of the AudioNode's inputs will be available after this method is called.
// Called from context's audio thread.
virtual void pullInputs(size_t framesToProcess);
// Force all inputs to take any channel interpretation changes into account.
void updateChannelsForInputs();
private:
void setNodeType(NodeType);
volatile bool m_isInitialized;
NodeType m_nodeType;
// The owner AudioNode. This raw pointer is safe because dispose() is
// called before the AudioNode death, and it clears m_node. Do not access
// m_node directly, use node() instead.
GC_PLUGIN_IGNORE("http://crbug.com/404527")
AudioNode* m_node;
// This raw pointer is safe because this is cleared for all of live
// AudioHandlers when the AbstractAudioContext dies. Do not access m_context
// directly, use context() instead.
GC_PLUGIN_IGNORE("http://crbug.com/404527")
AbstractAudioContext* m_context;
float m_sampleRate;
Vector<OwnPtr<AudioNodeInput>> m_inputs;
Vector<OwnPtr<AudioNodeOutput>> m_outputs;
double m_lastProcessingTime;
double m_lastNonSilentTime;
volatile int m_connectionRefCount;
bool m_isDisabled;
#if DEBUG_AUDIONODE_REFERENCES
static bool s_isNodeCountInitialized;
static int s_nodeCount[NodeTypeEnd];
#endif
protected:
unsigned m_channelCount;
ChannelCountMode m_channelCountMode;
AudioBus::ChannelInterpretation m_channelInterpretation;
// The new channel count mode that will be used to set the actual mode in the pre or post
// rendering phase.
ChannelCountMode m_newChannelCountMode;
};
class MODULES_EXPORT AudioNode : public RefCountedGarbageCollectedEventTargetWithInlineData<AudioNode> {
REFCOUNTED_GARBAGE_COLLECTED_EVENT_TARGET(AudioNode);
DEFINE_WRAPPERTYPEINFO();
USING_PRE_FINALIZER(AudioNode, dispose);
public:
DECLARE_VIRTUAL_TRACE();
AudioHandler& handler() const;
virtual void connect(AudioNode*, unsigned outputIndex, unsigned inputIndex, ExceptionState&);
void connect(AudioParam*, unsigned outputIndex, ExceptionState&);
void disconnect();
virtual void disconnect(unsigned outputIndex, ExceptionState&);
void disconnect(AudioNode*, ExceptionState&);
void disconnect(AudioNode*, unsigned outputIndex, ExceptionState&);
void disconnect(AudioNode*, unsigned outputIndex, unsigned inputIndex, ExceptionState&);
void disconnect(AudioParam*, ExceptionState&);
void disconnect(AudioParam*, unsigned outputIndex, ExceptionState&);
AbstractAudioContext* context() const;
unsigned numberOfInputs() const;
unsigned numberOfOutputs() const;
unsigned long channelCount() const;
void setChannelCount(unsigned long, ExceptionState&);
String channelCountMode() const;
void setChannelCountMode(const String&, ExceptionState&);
String channelInterpretation() const;
void setChannelInterpretation(const String&, ExceptionState&);
// EventTarget
const AtomicString& interfaceName() const final;
ExecutionContext* executionContext() const final;
// Called inside AudioHandler constructors.
void didAddOutput(unsigned numberOfOutputs);
// Like disconnect, but no exception is thrown if the outputIndex is invalid. Just do nothing
// in that case.
void disconnectWithoutException(unsigned outputIndex);
protected:
explicit AudioNode(AbstractAudioContext&);
// This should be called in a constructor.
void setHandler(PassRefPtr<AudioHandler>);
private:
void dispose();
void disconnectAllFromOutput(unsigned outputIndex);
// Returns true if the specified AudioNodeInput was connected.
bool disconnectFromOutputIfConnected(unsigned outputIndex, AudioNode& destination, unsigned inputIndexOfDestination);
// Returns true if the specified AudioParam was connected.
bool disconnectFromOutputIfConnected(unsigned outputIndex, AudioParam&);
Member<AbstractAudioContext> m_context;
RefPtr<AudioHandler> m_handler;
// Represents audio node graph with Oilpan references. N-th HeapHashSet
// represents a set of AudioNode objects connected to this AudioNode's N-th
// output.
HeapVector<Member<HeapHashSet<Member<AudioNode>>>> m_connectedNodes;
// Represents audio node graph with Oilpan references. N-th HeapHashSet
// represents a set of AudioParam objects connected to this AudioNode's N-th
// output.
HeapVector<Member<HeapHashSet<Member<AudioParam>>>> m_connectedParams;
};
} // namespace blink
#endif // AudioNode_h