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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.
*/
#include "modules/webaudio/AudioDestinationNode.h"
#include "modules/webaudio/AudioNodeInput.h"
#include "modules/webaudio/AudioNodeOutput.h"
#include "modules/webaudio/BaseAudioContext.h"
#include "platform/audio/AudioUtilities.h"
#include "platform/audio/DenormalDisabler.h"
#include "wtf/Atomics.h"
namespace blink {
AudioDestinationHandler::AudioDestinationHandler(AudioNode& node,
float sampleRate)
: AudioHandler(NodeTypeDestination, node, sampleRate),
m_currentSampleFrame(0) {
addInput();
}
AudioDestinationHandler::~AudioDestinationHandler() {
DCHECK(!isInitialized());
}
void AudioDestinationHandler::render(AudioBus* sourceBus,
AudioBus* destinationBus,
size_t numberOfFrames) {
// We don't want denormals slowing down any of the audio processing
// since they can very seriously hurt performance. This will take care of all
// AudioNodes because they all process within this scope.
DenormalDisabler denormalDisabler;
// Need to check if the context actually alive. Otherwise the subsequent
// steps will fail. If the context is not alive somehow, return immediately
// and do nothing.
//
// TODO(hongchan): because the context can go away while rendering, so this
// check cannot guarantee the safe execution of the following steps.
DCHECK(context());
if (!context())
return;
context()->deferredTaskHandler().setAudioThreadToCurrentThread();
// If the destination node is not initialized, pass the silence to the final
// audio destination (one step before the FIFO). This check is for the case
// where the destination is in the middle of tearing down process.
if (!isInitialized()) {
destinationBus->zero();
return;
}
// Let the context take care of any business at the start of each render
// quantum.
context()->handlePreRenderTasks();
// Prepare the local audio input provider for this render quantum.
if (sourceBus)
m_localAudioInputProvider.set(sourceBus);
DCHECK_GE(numberOfInputs(), 1u);
if (numberOfInputs() < 1) {
destinationBus->zero();
return;
}
// This will cause the node(s) connected to us to process, which in turn will
// pull on their input(s), all the way backwards through the rendering graph.
AudioBus* renderedBus = input(0).pull(destinationBus, numberOfFrames);
if (!renderedBus) {
destinationBus->zero();
} else if (renderedBus != destinationBus) {
// in-place processing was not possible - so copy
destinationBus->copyFrom(*renderedBus);
}
// Process nodes which need a little extra help because they are not connected
// to anything, but still need to process.
context()->deferredTaskHandler().processAutomaticPullNodes(numberOfFrames);
// Let the context take care of any business at the end of each render
// quantum.
context()->handlePostRenderTasks();
// Advance current sample-frame.
size_t newSampleFrame = m_currentSampleFrame + numberOfFrames;
releaseStore(&m_currentSampleFrame, newSampleFrame);
}
// ----------------------------------------------------------------
AudioDestinationNode::AudioDestinationNode(BaseAudioContext& context)
: AudioNode(context) {}
AudioDestinationHandler& AudioDestinationNode::audioDestinationHandler() const {
return static_cast<AudioDestinationHandler&>(handler());
}
unsigned long AudioDestinationNode::maxChannelCount() const {
return audioDestinationHandler().maxChannelCount();
}
} // namespace blink