| /* |
| * 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 AudioBufferSourceNode_h |
| #define AudioBufferSourceNode_h |
| |
| #include "modules/webaudio/AudioBuffer.h" |
| #include "modules/webaudio/AudioParam.h" |
| #include "modules/webaudio/AudioScheduledSourceNode.h" |
| #include "modules/webaudio/PannerNode.h" |
| #include "platform/audio/AudioBus.h" |
| #include "wtf/PassRefPtr.h" |
| #include "wtf/RefPtr.h" |
| #include "wtf/Threading.h" |
| #include <memory> |
| |
| namespace blink { |
| |
| class AudioBufferSourceOptions; |
| class BaseAudioContext; |
| |
| // AudioBufferSourceNode is an AudioNode representing an audio source from an |
| // in-memory audio asset represented by an AudioBuffer. It generally will be |
| // used for short sounds which require a high degree of scheduling flexibility |
| // (can playback in rhythmically perfect ways). |
| |
| class AudioBufferSourceHandler final : public AudioScheduledSourceHandler { |
| public: |
| static PassRefPtr<AudioBufferSourceHandler> create( |
| AudioNode&, |
| float sampleRate, |
| AudioParamHandler& playbackRate, |
| AudioParamHandler& detune); |
| ~AudioBufferSourceHandler() override; |
| |
| // AudioHandler |
| void process(size_t framesToProcess) override; |
| |
| // setBuffer() is called on the main thread. This is the buffer we use for |
| // playback. |
| void setBuffer(AudioBuffer*, ExceptionState&); |
| AudioBuffer* buffer() { return m_buffer.get(); } |
| |
| // numberOfChannels() returns the number of output channels. This value |
| // equals the number of channels from the buffer. If a new buffer is set with |
| // a different number of channels, then this value will dynamically change. |
| unsigned numberOfChannels(); |
| |
| // Play-state |
| void start(double when, ExceptionState&); |
| void start(double when, double grainOffset, ExceptionState&); |
| void start(double when, |
| double grainOffset, |
| double grainDuration, |
| ExceptionState&); |
| |
| // Note: the attribute was originally exposed as |.looping|, but to be more |
| // consistent in naming with <audio> and with how it's described in the |
| // specification, the proper attribute name is |.loop|. The old attribute is |
| // kept for backwards compatibility. |
| bool loop() const { return m_isLooping; } |
| void setLoop(bool looping) { |
| m_isLooping = looping; |
| m_didSetLooping = m_didSetLooping || looping; |
| } |
| |
| // Loop times in seconds. |
| double loopStart() const { return m_loopStart; } |
| double loopEnd() const { return m_loopEnd; } |
| void setLoopStart(double loopStart) { m_loopStart = loopStart; } |
| void setLoopEnd(double loopEnd) { m_loopEnd = loopEnd; } |
| |
| // If we are no longer playing, propogate silence ahead to downstream nodes. |
| bool propagatesSilence() const override; |
| |
| void handleStoppableSourceNode(); |
| |
| private: |
| AudioBufferSourceHandler(AudioNode&, |
| float sampleRate, |
| AudioParamHandler& playbackRate, |
| AudioParamHandler& detune); |
| void startSource(double when, |
| double grainOffset, |
| double grainDuration, |
| bool isDurationGiven, |
| ExceptionState&); |
| |
| // Returns true on success. |
| bool renderFromBuffer(AudioBus*, |
| unsigned destinationFrameOffset, |
| size_t numberOfFrames); |
| |
| // Render silence starting from "index" frame in AudioBus. |
| inline bool renderSilenceAndFinishIfNotLooping(AudioBus*, |
| unsigned index, |
| size_t framesToProcess); |
| |
| // Clamps grain parameters to the duration of the given AudioBuffer. |
| void clampGrainParameters(const AudioBuffer*); |
| |
| // m_buffer holds the sample data which this node outputs. |
| // This Persistent doesn't make a reference cycle including |
| // AudioBufferSourceNode. |
| Persistent<AudioBuffer> m_buffer; |
| |
| // Pointers for the buffer and destination. |
| std::unique_ptr<const float* []> m_sourceChannels; |
| std::unique_ptr<float* []> m_destinationChannels; |
| |
| RefPtr<AudioParamHandler> m_playbackRate; |
| RefPtr<AudioParamHandler> m_detune; |
| |
| // If m_isLooping is false, then this node will be done playing and become |
| // inactive after it reaches the end of the sample data in the buffer. If |
| // true, it will wrap around to the start of the buffer each time it reaches |
| // the end. |
| bool m_isLooping; |
| |
| // True if the source .loop attribute was ever set. |
| bool m_didSetLooping; |
| |
| double m_loopStart; |
| double m_loopEnd; |
| |
| // m_virtualReadIndex is a sample-frame index into our buffer representing the |
| // current playback position. Since it's floating-point, it has sub-sample |
| // accuracy. |
| double m_virtualReadIndex; |
| |
| // Granular playback |
| bool m_isGrain; |
| double m_grainOffset; // in seconds |
| double m_grainDuration; // in seconds |
| // True if grainDuration is given explicitly (via 3 arg start method). |
| bool m_isDurationGiven; |
| |
| // Compute playback rate (k-rate) by incorporating the sample rate |
| // conversion factor, and the value of playbackRate and detune AudioParams. |
| double computePlaybackRate(); |
| |
| // The minimum playbackRate value ever used for this source. |
| double m_minPlaybackRate; |
| }; |
| |
| class AudioBufferSourceNode final : public AudioScheduledSourceNode { |
| DEFINE_WRAPPERTYPEINFO(); |
| |
| public: |
| static AudioBufferSourceNode* create(BaseAudioContext&, ExceptionState&); |
| static AudioBufferSourceNode* create(BaseAudioContext*, |
| AudioBufferSourceOptions&, |
| ExceptionState&); |
| DECLARE_VIRTUAL_TRACE(); |
| AudioBufferSourceHandler& audioBufferSourceHandler() const; |
| |
| AudioBuffer* buffer() const; |
| void setBuffer(AudioBuffer*, ExceptionState&); |
| AudioParam* playbackRate() const; |
| AudioParam* detune() const; |
| bool loop() const; |
| void setLoop(bool); |
| double loopStart() const; |
| void setLoopStart(double); |
| double loopEnd() const; |
| void setLoopEnd(double); |
| |
| void start(ExceptionState&); |
| void start(double when, ExceptionState&); |
| void start(double when, double grainOffset, ExceptionState&); |
| void start(double when, |
| double grainOffset, |
| double grainDuration, |
| ExceptionState&); |
| |
| private: |
| AudioBufferSourceNode(BaseAudioContext&); |
| |
| Member<AudioParam> m_playbackRate; |
| Member<AudioParam> m_detune; |
| }; |
| |
| } // namespace blink |
| |
| #endif // AudioBufferSourceNode_h |