blob: fa46515e92293a82cd3d03b6fa5d5fd61e245a6a [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.
*/
#include "modules/webaudio/AudioBasicProcessorHandler.h"
#include "modules/webaudio/AudioNodeInput.h"
#include "modules/webaudio/AudioNodeOutput.h"
#include "platform/audio/AudioBus.h"
#include "platform/audio/AudioProcessor.h"
#include <memory>
namespace blink {
AudioBasicProcessorHandler::AudioBasicProcessorHandler(
NodeType nodeType,
AudioNode& node,
float sampleRate,
std::unique_ptr<AudioProcessor> processor)
: AudioHandler(nodeType, node, sampleRate),
m_processor(std::move(processor)) {
addInput();
addOutput(1);
}
PassRefPtr<AudioBasicProcessorHandler> AudioBasicProcessorHandler::create(
NodeType nodeType,
AudioNode& node,
float sampleRate,
std::unique_ptr<AudioProcessor> processor) {
return adoptRef(new AudioBasicProcessorHandler(nodeType, node, sampleRate,
std::move(processor)));
}
AudioBasicProcessorHandler::~AudioBasicProcessorHandler() {
// Safe to call the uninitialize() because it's final.
uninitialize();
}
void AudioBasicProcessorHandler::initialize() {
if (isInitialized())
return;
DCHECK(processor());
processor()->initialize();
AudioHandler::initialize();
}
void AudioBasicProcessorHandler::uninitialize() {
if (!isInitialized())
return;
DCHECK(processor());
processor()->uninitialize();
AudioHandler::uninitialize();
}
void AudioBasicProcessorHandler::process(size_t framesToProcess) {
AudioBus* destinationBus = output(0).bus();
if (!isInitialized() || !processor() ||
processor()->numberOfChannels() != numberOfChannels()) {
destinationBus->zero();
} else {
AudioBus* sourceBus = input(0).bus();
// FIXME: if we take "tail time" into account, then we can avoid calling processor()->process() once the tail dies down.
if (!input(0).isConnected())
sourceBus->zero();
processor()->process(sourceBus, destinationBus, framesToProcess);
}
}
// Nice optimization in the very common case allowing for "in-place" processing
void AudioBasicProcessorHandler::pullInputs(size_t framesToProcess) {
// Render input stream - suggest to the input to render directly into output bus for in-place processing in process() if possible.
input(0).pull(output(0).bus(), framesToProcess);
}
// As soon as we know the channel count of our input, we can lazily initialize.
// Sometimes this may be called more than once with different channel counts, in which case we must safely
// uninitialize and then re-initialize with the new channel count.
void AudioBasicProcessorHandler::checkNumberOfChannelsForInput(
AudioNodeInput* input) {
DCHECK(context()->isAudioThread());
ASSERT(context()->isGraphOwner());
DCHECK_EQ(input, &this->input(0));
if (input != &this->input(0))
return;
DCHECK(processor());
if (!processor())
return;
unsigned numberOfChannels = input->numberOfChannels();
if (isInitialized() && numberOfChannels != output(0).numberOfChannels()) {
// We're already initialized but the channel count has changed.
uninitialize();
}
if (!isInitialized()) {
// This will propagate the channel count to any nodes connected further down the chain...
output(0).setNumberOfChannels(numberOfChannels);
// Re-initialize the processor with the new channel count.
processor()->setNumberOfChannels(numberOfChannels);
initialize();
}
AudioHandler::checkNumberOfChannelsForInput(input);
}
unsigned AudioBasicProcessorHandler::numberOfChannels() {
return output(0).numberOfChannels();
}
double AudioBasicProcessorHandler::tailTime() const {
return m_processor->tailTime();
}
double AudioBasicProcessorHandler::latencyTime() const {
return m_processor->latencyTime();
}
} // namespace blink