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/*
* Copyright (C) 2011, 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 OfflineAudioDestinationNode_h
#define OfflineAudioDestinationNode_h
#include "modules/webaudio/AudioBuffer.h"
#include "modules/webaudio/AudioDestinationNode.h"
#include "modules/webaudio/OfflineAudioContext.h"
#include "public/platform/WebThread.h"
#include "wtf/PassRefPtr.h"
#include "wtf/RefPtr.h"
#include <memory>
namespace blink {
class BaseAudioContext;
class AudioBus;
class OfflineAudioContext;
class OfflineAudioDestinationHandler final : public AudioDestinationHandler {
public:
static PassRefPtr<OfflineAudioDestinationHandler> create(
AudioNode&,
AudioBuffer* renderTarget);
~OfflineAudioDestinationHandler() override;
// AudioHandler
void dispose() override;
void initialize() override;
void uninitialize() override;
OfflineAudioContext* context() const final;
// AudioDestinationHandler
void startRendering() override;
void stopRendering() override;
unsigned long maxChannelCount() const override;
float sampleRate() const override { return m_renderTarget->sampleRate(); }
size_t renderQuantumFrames() const { return renderQuantumSize; }
WebThread* offlineRenderThread();
private:
OfflineAudioDestinationHandler(AudioNode&, AudioBuffer* renderTarget);
static const size_t renderQuantumSize;
// Set up the rendering and start. After setting the context up, it will
// eventually call |doOfflineRendering|.
void startOfflineRendering();
// Suspend the rendering loop and notify the main thread to resolve the
// associated promise.
void suspendOfflineRendering();
// Start the rendering loop.
void doOfflineRendering();
// Finish the rendering loop and notify the main thread to resolve the
// promise with the rendered buffer.
void finishOfflineRendering();
// Suspend/completion callbacks for the main thread.
void notifySuspend(size_t);
void notifyComplete();
// The offline version of render() method. If the rendering needs to be
// suspended after checking, this stops the rendering and returns true.
// Otherwise, it returns false after rendering one quantum.
bool renderIfNotSuspended(AudioBus* sourceBus,
AudioBus* destinationBus,
size_t numberOfFrames);
// This AudioHandler renders into this AudioBuffer.
// This Persistent doesn't make a reference cycle including the owner
// OfflineAudioDestinationNode.
Persistent<AudioBuffer> m_renderTarget;
// Temporary AudioBus for each render quantum.
RefPtr<AudioBus> m_renderBus;
// Rendering thread.
std::unique_ptr<WebThread> m_renderThread;
// These variables are for counting the number of frames for the current
// progress and the remaining frames to be processed.
size_t m_framesProcessed;
size_t m_framesToProcess;
// This flag is necessary to distinguish the state of the context between
// 'created' and 'suspended'. If this flag is false and the current state
// is 'suspended', it means the context is created and have not started yet.
bool m_isRenderingStarted;
// This flag indicates whether the rendering should be suspended or not.
bool m_shouldSuspend;
};
class OfflineAudioDestinationNode final : public AudioDestinationNode {
public:
static OfflineAudioDestinationNode* create(BaseAudioContext*,
AudioBuffer* renderTarget);
private:
OfflineAudioDestinationNode(BaseAudioContext&, AudioBuffer* renderTarget);
};
} // namespace blink
#endif // OfflineAudioDestinationNode_h