blob: 77033ce69e5f20ae6351182c64716ef40a3aabe5 [file] [log] [blame]
/*
* 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 THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_NODE_INPUT_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_NODE_INPUT_H_
#include <memory>
#include "third_party/blink/renderer/modules/modules_export.h"
#include "third_party/blink/renderer/modules/webaudio/audio_node.h"
#include "third_party/blink/renderer/modules/webaudio/audio_summing_junction.h"
#include "third_party/blink/renderer/platform/audio/audio_bus.h"
#include "third_party/blink/renderer/platform/wtf/allocator.h"
#include "third_party/blink/renderer/platform/wtf/hash_set.h"
namespace blink {
class AudioNodeOutput;
// An AudioNodeInput represents an input to an AudioNode and can be connected
// from one or more AudioNodeOutputs. In the case of multiple connections, the
// input will act as a unity-gain summing junction, mixing all the outputs. The
// number of channels of the input's bus is the maximum of the number of
// channels of all its connections.
class MODULES_EXPORT AudioNodeInput final : public AudioSummingJunction {
USING_FAST_MALLOC(AudioNodeInput);
public:
static std::unique_ptr<AudioNodeInput> Create(AudioHandler&);
~AudioNodeInput() override;
// AudioSummingJunction
void DidUpdate() override;
// Can be called from any thread.
AudioHandler& Handler() const { return handler_; }
// Must be called with the context's graph lock.
void Connect(AudioNodeOutput&);
void Disconnect(AudioNodeOutput&);
// disable() will take the output out of the active connections list and set
// aside in a disabled list.
// enable() will put the output back into the active connections list.
// Must be called with the context's graph lock.
void Enable(AudioNodeOutput&);
void Disable(AudioNodeOutput&);
// pull() processes all of the AudioNodes connected to us.
// In the case of multiple connections it sums the result into an internal
// summing bus. In the single connection case, it allows in-place processing
// where possible using inPlaceBus. It returns the bus which it rendered
// into, returning inPlaceBus if in-place processing was performed.
// Called from context's audio thread.
AudioBus* Pull(AudioBus* in_place_bus, uint32_t frames_to_process);
// bus() contains the rendered audio after pull() has been called for each
// time quantum.
// Called from context's audio thread.
AudioBus* Bus();
// updateInternalBus() updates m_internalSummingBus appropriately for the
// number of channels. This must be called when we own the context's graph
// lock in the audio thread at the very start or end of the render quantum.
void UpdateInternalBus();
// The number of channels of the connection with the largest number of
// channels.
unsigned NumberOfChannels() const;
private:
explicit AudioNodeInput(AudioHandler&);
// This reference is safe because the AudioHandler owns this AudioNodeInput
// object.
AudioHandler& handler_;
// m_disabledOutputs contains the AudioNodeOutputs which are disabled (will
// not be processed) by the audio graph rendering. But, from JavaScript's
// perspective, these outputs are still connected to us.
// Generally, these represent disabled connections from "notes" which have
// finished playing but are not yet garbage collected.
// These raw pointers are safe. Owner AudioNodes of these AudioNodeOutputs
// manage their lifetime, and AudioNode::dispose() disconnects all of
// connections.
HashSet<AudioNodeOutput*> disabled_outputs_;
// Called from context's audio thread.
AudioBus* InternalSummingBus();
void SumAllConnections(AudioBus* summing_bus, uint32_t frames_to_process);
scoped_refptr<AudioBus> internal_summing_bus_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_NODE_INPUT_H_