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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 AudioNodeInput_h
#define AudioNodeInput_h
#include "modules/webaudio/AudioNode.h"
#include "modules/webaudio/AudioSummingJunction.h"
#include "platform/audio/AudioBus.h"
#include "wtf/Allocator.h"
#include "wtf/HashSet.h"
#include <memory>
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 AudioNodeInput final : public AudioSummingJunction {
USING_FAST_MALLOC(AudioNodeInput);
public:
static std::unique_ptr<AudioNodeInput> create(AudioHandler&);
// AudioSummingJunction
void didUpdate() override;
// Can be called from any thread.
AudioHandler& handler() const { return m_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* inPlaceBus, size_t framesToProcess);
// 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& m_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*> m_disabledOutputs;
// Called from context's audio thread.
AudioBus* internalSummingBus();
void sumAllConnections(AudioBus* summingBus, size_t framesToProcess);
RefPtr<AudioBus> m_internalSummingBus;
};
} // namespace blink
#endif // AudioNodeInput_h