blob: 10c587fc0621f0e3013ba084c314bd4288190cb7 [file] [log] [blame] [edit]
/*
* 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 AbstractAudioContext_h
#define AbstractAudioContext_h
#include "bindings/core/v8/ScriptPromise.h"
#include "bindings/core/v8/ScriptPromiseResolver.h"
#include "core/dom/ActiveDOMObject.h"
#include "core/dom/DOMTypedArray.h"
#include "core/events/EventListener.h"
#include "modules/EventTargetModules.h"
#include "modules/ModulesExport.h"
#include "modules/webaudio/AsyncAudioDecoder.h"
#include "modules/webaudio/AudioDestinationNode.h"
#include "modules/webaudio/DeferredTaskHandler.h"
#include "platform/audio/AudioBus.h"
#include "platform/heap/Handle.h"
#include "wtf/HashSet.h"
#include "wtf/MainThread.h"
#include "wtf/RefPtr.h"
#include "wtf/Threading.h"
#include "wtf/Vector.h"
namespace blink {
class AnalyserNode;
class AudioBuffer;
class AudioBufferCallback;
class AudioBufferSourceNode;
class AudioListener;
class AudioSummingJunction;
class BiquadFilterNode;
class ChannelMergerNode;
class ChannelSplitterNode;
class ConvolverNode;
class DelayNode;
class Dictionary;
class Document;
class DynamicsCompressorNode;
class ExceptionState;
class GainNode;
class HTMLMediaElement;
class MediaElementAudioSourceNode;
class MediaStreamAudioDestinationNode;
class MediaStreamAudioSourceNode;
class OscillatorNode;
class PannerNode;
class PeriodicWave;
class ScriptProcessorNode;
class ScriptPromiseResolver;
class ScriptState;
class SecurityOrigin;
class StereoPannerNode;
class WaveShaperNode;
// AbstractAudioContext is the cornerstone of the web audio API and all AudioNodes are created from it.
// For thread safety between the audio thread and the main thread, it has a rendering graph locking mechanism.
class MODULES_EXPORT AbstractAudioContext : public RefCountedGarbageCollectedEventTargetWithInlineData<AbstractAudioContext>, public ActiveDOMObject {
REFCOUNTED_GARBAGE_COLLECTED_EVENT_TARGET(AbstractAudioContext);
WILL_BE_USING_GARBAGE_COLLECTED_MIXIN(AbstractAudioContext);
DEFINE_WRAPPERTYPEINFO();
public:
// The state of an audio context. On creation, the state is Suspended. The state is Running if
// audio is being processed (audio graph is being pulled for data). The state is Closed if the
// audio context has been closed. The valid transitions are from Suspended to either Running or
// Closed; Running to Suspended or Closed. Once Closed, there are no valid transitions.
enum AudioContextState {
Suspended,
Running,
Closed
};
// Create an AudioContext for rendering to the audio hardware.
static AbstractAudioContext* create(Document&, ExceptionState&);
~AbstractAudioContext() override;
DECLARE_VIRTUAL_TRACE();
// Is the destination node initialized and ready to handle audio?
bool isDestinationInitialized() const
{
AudioDestinationNode* dest = destination();
return dest ? dest->audioDestinationHandler().isInitialized() : false;
}
// Document notification
void stop() final;
bool hasPendingActivity() const override;
AudioDestinationNode* destination() const { return m_destinationNode.get(); }
size_t currentSampleFrame() const
{
return m_destinationNode ? m_destinationNode->audioDestinationHandler().currentSampleFrame() : 0;
}
double currentTime() const
{
return m_destinationNode ? m_destinationNode->audioDestinationHandler().currentTime() : 0;
}
float sampleRate() const { return m_destinationNode ? m_destinationNode->handler().sampleRate() : 0; }
String state() const;
AudioContextState contextState() const { return m_contextState; }
AudioBuffer* createBuffer(unsigned numberOfChannels, size_t numberOfFrames, float sampleRate, ExceptionState&);
// Asynchronous audio file data decoding.
void decodeAudioData(DOMArrayBuffer*, AudioBufferCallback*, AudioBufferCallback*, ExceptionState&);
AudioListener* listener() { return m_listener.get(); }
virtual bool hasRealtimeConstraint() = 0;
// The AudioNode create methods are called on the main thread (from JavaScript).
AudioBufferSourceNode* createBufferSource(ExceptionState&);
MediaElementAudioSourceNode* createMediaElementSource(HTMLMediaElement*, ExceptionState&);
MediaStreamAudioSourceNode* createMediaStreamSource(MediaStream*, ExceptionState&);
MediaStreamAudioDestinationNode* createMediaStreamDestination(ExceptionState&);
GainNode* createGain(ExceptionState&);
BiquadFilterNode* createBiquadFilter(ExceptionState&);
WaveShaperNode* createWaveShaper(ExceptionState&);
DelayNode* createDelay(ExceptionState&);
DelayNode* createDelay(double maxDelayTime, ExceptionState&);
PannerNode* createPanner(ExceptionState&);
ConvolverNode* createConvolver(ExceptionState&);
DynamicsCompressorNode* createDynamicsCompressor(ExceptionState&);
AnalyserNode* createAnalyser(ExceptionState&);
ScriptProcessorNode* createScriptProcessor(ExceptionState&);
ScriptProcessorNode* createScriptProcessor(size_t bufferSize, ExceptionState&);
ScriptProcessorNode* createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, ExceptionState&);
ScriptProcessorNode* createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, size_t numberOfOutputChannels, ExceptionState&);
StereoPannerNode* createStereoPanner(ExceptionState&);
ChannelSplitterNode* createChannelSplitter(ExceptionState&);
ChannelSplitterNode* createChannelSplitter(size_t numberOfOutputs, ExceptionState&);
ChannelMergerNode* createChannelMerger(ExceptionState&);
ChannelMergerNode* createChannelMerger(size_t numberOfInputs, ExceptionState&);
OscillatorNode* createOscillator(ExceptionState&);
PeriodicWave* createPeriodicWave(DOMFloat32Array* real, DOMFloat32Array* imag, ExceptionState&);
PeriodicWave* createPeriodicWave(DOMFloat32Array* real, DOMFloat32Array* imag, const Dictionary&, ExceptionState&);
// Close
virtual ScriptPromise closeContext(ScriptState*) = 0;
// Suspend/Resume
virtual ScriptPromise suspendContext(ScriptState*) = 0;
virtual ScriptPromise resumeContext(ScriptState*) = 0;
// When a source node has started processing and needs to be protected,
// this method tells the context to protect the node.
//
// The context itself keeps a reference to all source nodes. The source
// nodes, then reference all nodes they're connected to. In turn, these
// nodes reference all nodes they're connected to. All nodes are ultimately
// connected to the AudioDestinationNode. When the context release a source
// node, it will be deactivated from the rendering graph along with all
// other nodes it is uniquely connected to.
void notifySourceNodeStartedProcessing(AudioNode*);
// When a source node has no more processing to do (has finished playing),
// this method tells the context to release the corresponding node.
void notifySourceNodeFinishedProcessing(AudioHandler*);
// Called at the start of each render quantum.
void handlePreRenderTasks();
// Called at the end of each render quantum.
void handlePostRenderTasks();
// Called periodically at the end of each render quantum to release finished
// source nodes.
void releaseFinishedSourceNodes();
// Keeps track of the number of connections made.
void incrementConnectionCount()
{
ASSERT(isMainThread());
m_connectionCount++;
}
unsigned connectionCount() const { return m_connectionCount; }
DeferredTaskHandler& deferredTaskHandler() const { return *m_deferredTaskHandler; }
//
// Thread Safety and Graph Locking:
//
// The following functions call corresponding functions of
// DeferredTaskHandler.
bool isAudioThread() const { return deferredTaskHandler().isAudioThread(); }
void lock() { deferredTaskHandler().lock(); }
bool tryLock() { return deferredTaskHandler().tryLock(); }
void unlock() { deferredTaskHandler().unlock(); }
#if ENABLE(ASSERT)
// Returns true if this thread owns the context's lock.
bool isGraphOwner() { return deferredTaskHandler().isGraphOwner(); }
#endif
using AutoLocker = DeferredTaskHandler::AutoLocker;
// Returns the maximum numuber of channels we can support.
static unsigned maxNumberOfChannels() { return MaxNumberOfChannels;}
// EventTarget
const AtomicString& interfaceName() const final;
ExecutionContext* executionContext() const final;
DEFINE_ATTRIBUTE_EVENT_LISTENER(complete);
DEFINE_ATTRIBUTE_EVENT_LISTENER(statechange);
void startRendering();
void fireCompletionEvent();
void notifyStateChange();
// A context is considered closed if:
// - closeContext() has been called.
// - it has been stopped by its execution context.
virtual bool isContextClosed() const { return m_isCleared; }
// Get the security origin for this audio context.
SecurityOrigin* securityOrigin() const;
protected:
explicit AbstractAudioContext(Document*);
AbstractAudioContext(Document*, unsigned numberOfChannels, size_t numberOfFrames, float sampleRate);
void setContextState(AudioContextState);
virtual void didClose() {}
void uninitialize();
Member<ScriptPromiseResolver> m_offlineResolver;
// FIXME(dominicc): Move m_resumeResolvers to AudioContext, because only
// it creates these Promises.
// Vector of promises created by resume(). It takes time to handle them, so we collect all of
// the promises here until they can be resolved or rejected.
HeapVector<Member<ScriptPromiseResolver>> m_resumeResolvers;
private:
void initialize();
bool m_isCleared;
void clear();
void throwExceptionForClosedState(ExceptionState&);
// When the context goes away, there might still be some sources which
// haven't finished playing. Make sure to release them here.
void releaseActiveSourceNodes();
Member<AudioDestinationNode> m_destinationNode;
Member<AudioListener> m_listener;
// Only accessed in the audio thread.
// These raw pointers are safe because AudioSourceNodes in
// m_activeSourceNodes own them.
Vector<AudioHandler*> m_finishedSourceHandlers;
// List of source nodes. This is either accessed when the graph lock is
// held, or on the main thread when the audio thread has finished.
// Oilpan: This Vector holds connection references. We must call
// AudioHandler::makeConnection when we add an AudioNode to this, and must
// call AudioHandler::breakConnection() when we remove an AudioNode from
// this.
HeapVector<Member<AudioNode>> m_activeSourceNodes;
// FIXME(dominicc): Move these to AudioContext because only
// it creates these Promises.
// Handle Promises for resume() and suspend()
void resolvePromisesForResume();
void resolvePromisesForResumeOnMainThread();
void rejectPendingResolvers();
// True if we're in the process of resolving promises for resume(). Resolving can take some
// time and the audio context process loop is very fast, so we don't want to call resolve an
// excessive number of times.
bool m_isResolvingResumePromises;
unsigned m_connectionCount;
// Graph locking.
bool m_didInitializeContextGraphMutex;
RefPtr<DeferredTaskHandler> m_deferredTaskHandler;
Member<AudioBuffer> m_renderTarget;
// The state of the AbstractAudioContext.
AudioContextState m_contextState;
AsyncAudioDecoder m_audioDecoder;
// Tries to handle AudioBufferSourceNodes that were started but became disconnected or was never
// connected. Because these never get pulled anymore, they will stay around forever. So if we
// can, try to stop them so they can be collected.
void handleStoppableSourceNodes();
// This is considering 32 is large enough for multiple channels audio.
// It is somewhat arbitrary and could be increased if necessary.
enum { MaxNumberOfChannels = 32 };
};
} // namespace blink
#endif // AbstractAudioContext_h