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// Copyright 2017 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_WORKLET_NODE_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_WORKLET_NODE_H_
#include "base/memory/scoped_refptr.h"
#include "third_party/blink/renderer/modules/webaudio/audio_node.h"
#include "third_party/blink/renderer/modules/webaudio/audio_param_map.h"
#include "third_party/blink/renderer/modules/webaudio/audio_worklet_node_options.h"
#include "third_party/blink/renderer/modules/webaudio/audio_worklet_processor_error_state.h"
#include "third_party/blink/renderer/platform/wtf/threading.h"
namespace blink {
class AudioNodeInput;
class AudioWorkletProcessor;
class BaseAudioContext;
class CrossThreadAudioParamInfo;
class ExceptionState;
class MessagePort;
class ScriptState;
// AudioWorkletNode is a user-facing interface of custom audio processor in
// Web Audio API. The integration of WebAudio renderer is done via
// AudioWorkletHandler and the actual audio processing runs on
// AudioWorkletProcess.
//
// [Main Scope] | [AudioWorkletGlobalScope]
// AudioWorkletNode <-> AudioWorkletHandler <==|==> AudioWorkletProcessor
// (JS interface) (Renderer access) | (V8 audio processing)
class AudioWorkletHandler final : public AudioHandler {
public:
static scoped_refptr<AudioWorkletHandler> Create(
AudioNode&,
float sample_rate,
String name,
HashMap<String, scoped_refptr<AudioParamHandler>> param_handler_map,
const AudioWorkletNodeOptions*);
~AudioWorkletHandler() override;
// Called from render thread.
void Process(uint32_t frames_to_process) override;
void CheckNumberOfChannelsForInput(AudioNodeInput*) override;
double TailTime() const override;
double LatencyTime() const override { return 0; }
String Name() const { return name_; }
// Sets |AudioWorkletProcessor| and changes the state of the processor.
// MUST be called from the render thread.
void SetProcessorOnRenderThread(AudioWorkletProcessor*);
// Finish |AudioWorkletProcessor| and set the tail time to zero, when
// the user-supplied |process()| method returns false.
void FinishProcessorOnRenderThread();
void NotifyProcessorError(AudioWorkletProcessorErrorState);
private:
AudioWorkletHandler(
AudioNode&,
float sample_rate,
String name,
HashMap<String, scoped_refptr<AudioParamHandler>> param_handler_map,
const AudioWorkletNodeOptions*);
String name_;
double tail_time_ = std::numeric_limits<double>::infinity();
// MUST be set/used by render thread.
CrossThreadPersistent<AudioWorkletProcessor> processor_;
HashMap<String, scoped_refptr<AudioParamHandler>> param_handler_map_;
HashMap<String, std::unique_ptr<AudioFloatArray>> param_value_map_;
// TODO(): Adjust this if needed based on the result of the process
// method or the value of |tail_time_|.
bool RequiresTailProcessing() const override { return true; }
scoped_refptr<base::SingleThreadTaskRunner> main_thread_task_runner_;
// Used only if number of inputs and outputs are 1.
bool is_output_channel_count_given_ = false;
};
class AudioWorkletNode final : public AudioNode,
public ActiveScriptWrappable<AudioWorkletNode> {
DEFINE_WRAPPERTYPEINFO();
USING_GARBAGE_COLLECTED_MIXIN(AudioWorkletNode);
public:
static AudioWorkletNode* Create(ScriptState*,
BaseAudioContext*,
const String& name,
const AudioWorkletNodeOptions*,
ExceptionState&);
AudioWorkletNode(BaseAudioContext&,
const String& name,
const AudioWorkletNodeOptions*,
const Vector<CrossThreadAudioParamInfo>,
MessagePort* node_port);
// ActiveScriptWrappable
bool HasPendingActivity() const final;
// IDL
AudioParamMap* parameters() const;
MessagePort* port() const;
DEFINE_ATTRIBUTE_EVENT_LISTENER(processorerror, kProcessorerror);
void FireProcessorError();
void Trace(blink::Visitor*) override;
private:
scoped_refptr<AudioWorkletHandler> GetWorkletHandler() const;
Member<AudioParamMap> parameter_map_;
Member<MessagePort> node_port_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_WORKLET_NODE_H_