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/*
* Copyright (C) 2012 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.
* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY APPLE 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 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 AudioScheduledSourceNode_h
#define AudioScheduledSourceNode_h
#include "modules/webaudio/AudioSourceNode.h"
namespace blink {
class AbstractAudioContext;
class AudioBus;
class AudioScheduledSourceHandler : public AudioHandler {
public:
// These are the possible states an AudioScheduledSourceNode can be in:
//
// UNSCHEDULED_STATE - Initial playback state. Created, but not yet scheduled.
// SCHEDULED_STATE - Scheduled to play (via start()), but not yet playing.
// PLAYING_STATE - Generating sound.
// FINISHED_STATE - Finished generating sound.
//
// The state can only transition to the next state, except for the FINISHED_STATE which can
// never be changed.
enum PlaybackState {
// These must be defined with the same names and values as in the .idl file.
UNSCHEDULED_STATE = 0,
SCHEDULED_STATE = 1,
PLAYING_STATE = 2,
FINISHED_STATE = 3
};
AudioScheduledSourceHandler(NodeType, AudioNode&, float sampleRate);
// Scheduling.
void start(double when, ExceptionState&);
void stop(double when, ExceptionState&);
PlaybackState playbackState() const
{
return static_cast<PlaybackState>(acquireLoad(&m_playbackState));
}
void setPlaybackState(PlaybackState newState)
{
releaseStore(&m_playbackState, newState);
}
bool isPlayingOrScheduled() const
{
PlaybackState state = playbackState();
return state == PLAYING_STATE || state == SCHEDULED_STATE;
}
bool hasFinished() const
{
return playbackState() == FINISHED_STATE;
}
void setHasEndedListener() { m_hasEndedListener = true; }
protected:
// Get frame information for the current time quantum.
// We handle the transition into PLAYING_STATE and FINISHED_STATE here,
// zeroing out portions of the outputBus which are outside the range of startFrame and endFrame.
//
// Each frame time is relative to the context's currentSampleFrame().
// quantumFrameOffset : Offset frame in this time quantum to start rendering.
// nonSilentFramesToProcess : Number of frames rendering non-silence (will be <= quantumFrameSize).
void updateSchedulingInfo(size_t quantumFrameSize, AudioBus* outputBus, size_t& quantumFrameOffset, size_t& nonSilentFramesToProcess);
// Called when we have no more sound to play or the stop() time has been reached. No onEnded
// event is called.
virtual void finishWithoutOnEnded();
// Like finishWithoutOnEnded(), but an onEnded (if specified) is called.
virtual void finish();
void notifyEnded();
// This synchronizes with process() and any other method that needs to be synchronized like
// setBuffer for AudioBufferSource.
mutable Mutex m_processLock;
// m_startTime is the time to start playing based on the context's timeline (0 or a time less than the context's current time means "now").
double m_startTime; // in seconds
// m_endTime is the time to stop playing based on the context's timeline (0 or a time less than the context's current time means "now").
// If it hasn't been set explicitly, then the sound will not stop playing (if looping) or will stop when the end of the AudioBuffer
// has been reached.
double m_endTime; // in seconds
bool m_hasEndedListener;
static const double UnknownTime;
private:
// This is accessed by both the main thread and audio thread. Use the setter and getter to
// protect the access to this!
int m_playbackState;
};
class AudioScheduledSourceNode : public AudioSourceNode {
public:
void start(ExceptionState&);
void start(double when, ExceptionState&);
void stop(ExceptionState&);
void stop(double when, ExceptionState&);
EventListener* onended();
void setOnended(PassRefPtrWillBeRawPtr<EventListener>);
protected:
explicit AudioScheduledSourceNode(AbstractAudioContext&);
AudioScheduledSourceHandler& audioScheduledSourceHandler() const;
};
} // namespace blink
#endif // AudioScheduledSourceNode_h