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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.
*
* 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.
*/
#include "modules/webaudio/AudioScheduledSourceNode.h"
#include "bindings/core/v8/ExceptionState.h"
#include "core/dom/CrossThreadTask.h"
#include "core/dom/ExceptionCode.h"
#include "modules/EventModules.h"
#include "modules/webaudio/AbstractAudioContext.h"
#include "platform/audio/AudioUtilities.h"
#include "wtf/MathExtras.h"
#include <algorithm>
namespace blink {
const double AudioScheduledSourceHandler::UnknownTime = -1;
AudioScheduledSourceHandler::AudioScheduledSourceHandler(NodeType nodeType, AudioNode& node, float sampleRate)
: AudioHandler(nodeType, node, sampleRate)
, m_startTime(0)
, m_endTime(UnknownTime)
, m_playbackState(UNSCHEDULED_STATE)
{
}
void AudioScheduledSourceHandler::updateSchedulingInfo(
size_t quantumFrameSize, AudioBus* outputBus, size_t& quantumFrameOffset, size_t& nonSilentFramesToProcess)
{
ASSERT(outputBus);
if (!outputBus)
return;
ASSERT(quantumFrameSize == ProcessingSizeInFrames);
if (quantumFrameSize != ProcessingSizeInFrames)
return;
double sampleRate = this->sampleRate();
// quantumStartFrame : Start frame of the current time quantum.
// quantumEndFrame : End frame of the current time quantum.
// startFrame : Start frame for this source.
// endFrame : End frame for this source.
size_t quantumStartFrame = context()->currentSampleFrame();
size_t quantumEndFrame = quantumStartFrame + quantumFrameSize;
size_t startFrame = AudioUtilities::timeToSampleFrame(m_startTime, sampleRate);
size_t endFrame = m_endTime == UnknownTime ? 0 : AudioUtilities::timeToSampleFrame(m_endTime, sampleRate);
// If we know the end time and it's already passed, then don't bother doing any more rendering this cycle.
if (m_endTime != UnknownTime && endFrame <= quantumStartFrame)
finish();
PlaybackState state = playbackState();
if (state == UNSCHEDULED_STATE || state == FINISHED_STATE || startFrame >= quantumEndFrame) {
// Output silence.
outputBus->zero();
nonSilentFramesToProcess = 0;
return;
}
// Check if it's time to start playing.
if (state == SCHEDULED_STATE) {
// Increment the active source count only if we're transitioning from SCHEDULED_STATE to PLAYING_STATE.
setPlaybackState(PLAYING_STATE);
}
quantumFrameOffset = startFrame > quantumStartFrame ? startFrame - quantumStartFrame : 0;
quantumFrameOffset = std::min(quantumFrameOffset, quantumFrameSize); // clamp to valid range
nonSilentFramesToProcess = quantumFrameSize - quantumFrameOffset;
if (!nonSilentFramesToProcess) {
// Output silence.
outputBus->zero();
return;
}
// Handle silence before we start playing.
// Zero any initial frames representing silence leading up to a rendering start time in the middle of the quantum.
if (quantumFrameOffset) {
for (unsigned i = 0; i < outputBus->numberOfChannels(); ++i)
memset(outputBus->channel(i)->mutableData(), 0, sizeof(float) * quantumFrameOffset);
}
// Handle silence after we're done playing.
// If the end time is somewhere in the middle of this time quantum, then zero out the
// frames from the end time to the very end of the quantum.
if (m_endTime != UnknownTime && endFrame >= quantumStartFrame && endFrame < quantumEndFrame) {
size_t zeroStartFrame = endFrame - quantumStartFrame;
size_t framesToZero = quantumFrameSize - zeroStartFrame;
bool isSafe = zeroStartFrame < quantumFrameSize && framesToZero <= quantumFrameSize && zeroStartFrame + framesToZero <= quantumFrameSize;
ASSERT(isSafe);
if (isSafe) {
if (framesToZero > nonSilentFramesToProcess)
nonSilentFramesToProcess = 0;
else
nonSilentFramesToProcess -= framesToZero;
for (unsigned i = 0; i < outputBus->numberOfChannels(); ++i)
memset(outputBus->channel(i)->mutableData() + zeroStartFrame, 0, sizeof(float) * framesToZero);
}
finish();
}
return;
}
void AudioScheduledSourceHandler::start(double when, ExceptionState& exceptionState)
{
ASSERT(isMainThread());
context()->recordUserGestureState();
if (playbackState() != UNSCHEDULED_STATE) {
exceptionState.throwDOMException(
InvalidStateError,
"cannot call start more than once.");
return;
}
if (when < 0) {
exceptionState.throwDOMException(
InvalidAccessError,
ExceptionMessages::indexExceedsMinimumBound(
"start time",
when,
0.0));
return;
}
// The node is started. Add a reference to keep us alive so that audio will eventually get
// played even if Javascript should drop all references to this node. The reference will get
// dropped when the source has finished playing.
context()->notifySourceNodeStartedProcessing(node());
// This synchronizes with process(). updateSchedulingInfo will read some of the variables being
// set here.
MutexLocker processLocker(m_processLock);
// If |when| < currentTime, the source must start now according to the spec.
// So just set startTime to currentTime in this case to start the source now.
m_startTime = std::max(when, context()->currentTime());
setPlaybackState(SCHEDULED_STATE);
}
void AudioScheduledSourceHandler::stop(double when, ExceptionState& exceptionState)
{
ASSERT(isMainThread());
if (playbackState() == UNSCHEDULED_STATE) {
exceptionState.throwDOMException(
InvalidStateError,
"cannot call stop without calling start first.");
return;
}
if (when < 0) {
exceptionState.throwDOMException(
InvalidAccessError,
ExceptionMessages::indexExceedsMinimumBound(
"stop time",
when,
0.0));
return;
}
// This synchronizes with process()
MutexLocker processLocker(m_processLock);
// stop() can be called more than once, with the last call to stop taking effect, unless the
// source has already stopped due to earlier calls to stop. No exceptions are thrown in any
// case.
when = std::max(0.0, when);
m_endTime = when;
}
void AudioScheduledSourceHandler::finishWithoutOnEnded()
{
if (playbackState() != FINISHED_STATE) {
// Let the context dereference this AudioNode.
context()->notifySourceNodeFinishedProcessing(this);
setPlaybackState(FINISHED_STATE);
}
}
void AudioScheduledSourceHandler::finish()
{
finishWithoutOnEnded();
if (context()->getExecutionContext()) {
context()->getExecutionContext()->postTask(BLINK_FROM_HERE, createCrossThreadTask(&AudioScheduledSourceHandler::notifyEnded, PassRefPtr<AudioScheduledSourceHandler>(this)));
}
}
void AudioScheduledSourceHandler::notifyEnded()
{
ASSERT(isMainThread());
if (node())
node()->dispatchEvent(Event::create(EventTypeNames::ended));
}
// ----------------------------------------------------------------
AudioScheduledSourceNode::AudioScheduledSourceNode(AbstractAudioContext& context)
: AudioSourceNode(context)
, ActiveScriptWrappable(this)
{
}
AudioScheduledSourceHandler& AudioScheduledSourceNode::audioScheduledSourceHandler() const
{
return static_cast<AudioScheduledSourceHandler&>(handler());
}
void AudioScheduledSourceNode::start(ExceptionState& exceptionState)
{
start(0, exceptionState);
}
void AudioScheduledSourceNode::start(double when, ExceptionState& exceptionState)
{
audioScheduledSourceHandler().start(when, exceptionState);
}
void AudioScheduledSourceNode::stop(ExceptionState& exceptionState)
{
stop(0, exceptionState);
}
void AudioScheduledSourceNode::stop(double when, ExceptionState& exceptionState)
{
audioScheduledSourceHandler().stop(when, exceptionState);
}
EventListener* AudioScheduledSourceNode::onended()
{
return getAttributeEventListener(EventTypeNames::ended);
}
void AudioScheduledSourceNode::setOnended(EventListener* listener)
{
setAttributeEventListener(EventTypeNames::ended, listener);
}
bool AudioScheduledSourceNode::hasPendingActivity() const
{
// To avoid the leak, a node should be collected regardless of its
// playback state if the context is closed.
if (context()->isContextClosed())
return false;
// If a node is scheduled or playing, do not collect the node prematurely
// even its reference is out of scope. Then fire onended event if assigned.
return audioScheduledSourceHandler().isPlayingOrScheduled();
}
} // namespace blink