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/*
* 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 AudioNode_h
#define AudioNode_h
#include "modules/EventTargetModules.h"
#include "platform/audio/AudioBus.h"
#include "wtf/Forward.h"
#include "wtf/OwnPtr.h"
#include "wtf/PassOwnPtr.h"
#include "wtf/RefPtr.h"
#include "wtf/Vector.h"
#define DEBUG_AUDIONODE_REFERENCES 0
namespace blink {
class AudioContext;
class AudioNodeInput;
class AudioNodeOutput;
class AudioParam;
class ExceptionState;
// An AudioNode is the basic building block for handling audio within an AudioContext.
// It may be an audio source, an intermediate processing module, or an audio destination.
// Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inputs and a single output.
// An AudioDestinationNode has one input and no outputs and represents the final destination to the audio hardware.
// Most processing nodes such as filters will have one input and one output, although multiple inputs and outputs are possible.
// AudioNode has its own ref-counting mechanism that use RefTypes so we cannot use RefCountedGarbageCollected.
class AudioNode : public NoBaseWillBeGarbageCollectedFinalized<AudioNode>, public EventTargetWithInlineData {
WILL_BE_USING_GARBAGE_COLLECTED_MIXIN(AudioNode);
public:
enum { ProcessingSizeInFrames = 128 };
AudioNode(AudioContext*, float sampleRate);
virtual ~AudioNode();
// dispose() is called just before the destructor. This must be called in
// the main thread, and while the graph lock is held.
virtual void dispose();
static unsigned instanceCount() { return s_instanceCount; }
AudioContext* context() { return m_context.get(); }
const AudioContext* context() const { return m_context.get(); }
enum NodeType {
NodeTypeUnknown,
NodeTypeDestination,
NodeTypeOscillator,
NodeTypeAudioBufferSource,
NodeTypeMediaElementAudioSource,
NodeTypeMediaStreamAudioDestination,
NodeTypeMediaStreamAudioSource,
NodeTypeJavaScript,
NodeTypeBiquadFilter,
NodeTypePanner,
NodeTypeConvolver,
NodeTypeDelay,
NodeTypeGain,
NodeTypeChannelSplitter,
NodeTypeChannelMerger,
NodeTypeAnalyser,
NodeTypeDynamicsCompressor,
NodeTypeWaveShaper,
NodeTypeEnd
};
enum ChannelCountMode {
Max,
ClampedMax,
Explicit
};
NodeType nodeType() const { return m_nodeType; }
String nodeTypeName() const;
void setNodeType(NodeType);
#if !ENABLE(OILPAN)
// Can be called from main thread or context's audio thread.
void ref();
void deref();
#endif
// This object has been connected to another object. This might have
// existing connections from others.
// This function must be called after acquiring a connection reference.
void makeConnection();
// This object will be disconnected from another object. This might have
// remaining connections from others.
// This function must be called before releasing a connection reference.
void breakConnection();
// Can be called from main thread or context's audio thread. It must be called while the context's graph lock is held.
#if !ENABLE(OILPAN)
void finishDeref();
#endif
void breakConnectionWithLock();
// The AudioNodeInput(s) (if any) will already have their input data available when process() is called.
// Subclasses will take this input data and put the results in the AudioBus(s) of its AudioNodeOutput(s) (if any).
// Called from context's audio thread.
virtual void process(size_t framesToProcess) = 0;
// No significant resources should be allocated until initialize() is called.
// Processing may not occur until a node is initialized.
virtual void initialize();
virtual void uninitialize();
bool isInitialized() const { return m_isInitialized; }
unsigned numberOfInputs() const { return m_inputs.size(); }
unsigned numberOfOutputs() const { return m_outputs.size(); }
AudioNodeInput* input(unsigned);
AudioNodeOutput* output(unsigned);
// Called from main thread by corresponding JavaScript methods.
virtual void connect(AudioNode*, unsigned outputIndex, unsigned inputIndex, ExceptionState&);
void connect(AudioParam*, unsigned outputIndex, ExceptionState&);
virtual void disconnect(unsigned outputIndex, ExceptionState&);
virtual float sampleRate() const { return m_sampleRate; }
// processIfNecessary() is called by our output(s) when the rendering graph needs this AudioNode to process.
// This method ensures that the AudioNode will only process once per rendering time quantum even if it's called repeatedly.
// This handles the case of "fanout" where an output is connected to multiple AudioNode inputs.
// Called from context's audio thread.
void processIfNecessary(size_t framesToProcess);
// Called when a new connection has been made to one of our inputs or the connection number of channels has changed.
// This potentially gives us enough information to perform a lazy initialization or, if necessary, a re-initialization.
// Called from main thread.
virtual void checkNumberOfChannelsForInput(AudioNodeInput*);
#if DEBUG_AUDIONODE_REFERENCES
static void printNodeCounts();
#endif
bool isDisposeCalled() const { return m_isDisposeCalled; }
// tailTime() is the length of time (not counting latency time) where non-zero output may occur after continuous silent input.
virtual double tailTime() const = 0;
// latencyTime() is the length of time it takes for non-zero output to appear after non-zero input is provided. This only applies to
// processing delay which is an artifact of the processing algorithm chosen and is *not* part of the intrinsic desired effect. For
// example, a "delay" effect is expected to delay the signal, and thus would not be considered latency.
virtual double latencyTime() const = 0;
// propagatesSilence() should return true if the node will generate silent output when given silent input. By default, AudioNode
// will take tailTime() and latencyTime() into account when determining whether the node will propagate silence.
virtual bool propagatesSilence() const;
bool inputsAreSilent();
void silenceOutputs();
void unsilenceOutputs();
void enableOutputsIfNecessary();
void disableOutputsIfNecessary();
unsigned long channelCount();
virtual void setChannelCount(unsigned long, ExceptionState&);
String channelCountMode();
void setChannelCountMode(const String&, ExceptionState&);
String channelInterpretation();
void setChannelInterpretation(const String&, ExceptionState&);
ChannelCountMode internalChannelCountMode() const { return m_channelCountMode; }
AudioBus::ChannelInterpretation internalChannelInterpretation() const { return m_channelInterpretation; }
// EventTarget
virtual const AtomicString& interfaceName() const OVERRIDE FINAL;
virtual ExecutionContext* executionContext() const OVERRIDE FINAL;
virtual void trace(Visitor*) OVERRIDE;
protected:
// Inputs and outputs must be created before the AudioNode is initialized.
void addInput();
void addOutput(PassOwnPtrWillBeRawPtr<AudioNodeOutput>);
// Called by processIfNecessary() to cause all parts of the rendering graph connected to us to process.
// Each rendering quantum, the audio data for each of the AudioNode's inputs will be available after this method is called.
// Called from context's audio thread.
virtual void pullInputs(size_t framesToProcess);
// Force all inputs to take any channel interpretation changes into account.
void updateChannelsForInputs();
private:
volatile bool m_isInitialized;
NodeType m_nodeType;
RefPtrWillBeMember<AudioContext> m_context;
float m_sampleRate;
WillBeHeapVector<OwnPtrWillBeMember<AudioNodeInput> > m_inputs;
WillBeHeapVector<OwnPtrWillBeMember<AudioNodeOutput> > m_outputs;
double m_lastProcessingTime;
double m_lastNonSilentTime;
#if !ENABLE(OILPAN)
// Ref-counting
volatile int m_normalRefCount;
#endif
volatile int m_connectionRefCount;
bool m_isDisabled;
bool m_isDisposeCalled;
#if DEBUG_AUDIONODE_REFERENCES
static bool s_isNodeCountInitialized;
static int s_nodeCount[NodeTypeEnd];
#endif
static unsigned s_instanceCount;
#if !ENABLE(OILPAN)
virtual void refEventTarget() OVERRIDE FINAL { ref(); }
virtual void derefEventTarget() OVERRIDE FINAL { deref(); }
#endif
protected:
unsigned m_channelCount;
ChannelCountMode m_channelCountMode;
AudioBus::ChannelInterpretation m_channelInterpretation;
};
} // namespace blink
#endif // AudioNode_h