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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.
* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY APPLE 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 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 AudioListener_h
#define AudioListener_h
#include "bindings/core/v8/ScriptWrappable.h"
#include "modules/webaudio/AudioParam.h"
#include "platform/geometry/FloatPoint3D.h"
#include "platform/heap/Handle.h"
#include "wtf/Vector.h"
namespace blink {
class HRTFDatabaseLoader;
class PannerHandler;
// AudioListener maintains the state of the listener in the audio scene as
// defined in the OpenAL specification.
class AudioListener : public GarbageCollectedFinalized<AudioListener>,
public ScriptWrappable {
DEFINE_WRAPPERTYPEINFO();
public:
static AudioListener* create(BaseAudioContext& context) {
return new AudioListener(context);
}
virtual ~AudioListener();
// Location of the listener
AudioParam* positionX() const { return m_positionX; };
AudioParam* positionY() const { return m_positionY; };
AudioParam* positionZ() const { return m_positionZ; };
// Forward direction vector of the listener
AudioParam* forwardX() const { return m_forwardX; };
AudioParam* forwardY() const { return m_forwardY; };
AudioParam* forwardZ() const { return m_forwardZ; };
// Up direction vector for the listener
AudioParam* upX() const { return m_upX; };
AudioParam* upY() const { return m_upY; };
AudioParam* upZ() const { return m_upZ; };
// True if any of AudioParams have automations.
bool hasSampleAccurateValues() const;
// Update the internal state of the listener, including updating the dirty
// state of all PannerNodes if necessary.
void updateState();
bool isListenerDirty() const { return m_isListenerDirty; }
const FloatPoint3D position() const {
return FloatPoint3D(m_positionX->value(), m_positionY->value(),
m_positionZ->value());
}
const FloatPoint3D orientation() const {
return FloatPoint3D(m_forwardX->value(), m_forwardY->value(),
m_forwardZ->value());
}
const FloatPoint3D upVector() const {
return FloatPoint3D(m_upX->value(), m_upY->value(), m_upZ->value());
}
const float* getPositionXValues(size_t framesToProcess);
const float* getPositionYValues(size_t framesToProcess);
const float* getPositionZValues(size_t framesToProcess);
const float* getForwardXValues(size_t framesToProcess);
const float* getForwardYValues(size_t framesToProcess);
const float* getForwardZValues(size_t framesToProcess);
const float* getUpXValues(size_t framesToProcess);
const float* getUpYValues(size_t framesToProcess);
const float* getUpZValues(size_t framesToProcess);
// Position
void setPosition(float x, float y, float z) {
setPosition(FloatPoint3D(x, y, z));
}
// Orientation and Up-vector
void setOrientation(float x,
float y,
float z,
float upX,
float upY,
float upZ) {
setOrientation(FloatPoint3D(x, y, z));
setUpVector(FloatPoint3D(upX, upY, upZ));
}
// Velocity
void setVelocity(float x, float y, float z);
// Doppler factor
void setDopplerFactor(double);
double dopplerFactor() const { return m_dopplerFactor; }
// Speed of sound
void setSpeedOfSound(double);
double speedOfSound() const { return m_speedOfSound; }
Mutex& listenerLock() { return m_listenerLock; }
void addPanner(PannerHandler&);
void removePanner(PannerHandler&);
// HRTF DB loader
HRTFDatabaseLoader* hrtfDatabaseLoader() {
return m_hrtfDatabaseLoader.get();
}
void createAndLoadHRTFDatabaseLoader(float);
bool isHRTFDatabaseLoaded();
void waitForHRTFDatabaseLoaderThreadCompletion();
DECLARE_TRACE();
private:
AudioListener(BaseAudioContext&);
void setPosition(const FloatPoint3D&);
void setOrientation(const FloatPoint3D&);
void setUpVector(const FloatPoint3D&);
void markPannersAsDirty(unsigned);
// Location of the listener
Member<AudioParam> m_positionX;
Member<AudioParam> m_positionY;
Member<AudioParam> m_positionZ;
// Forward direction vector of the listener
Member<AudioParam> m_forwardX;
Member<AudioParam> m_forwardY;
Member<AudioParam> m_forwardZ;
// Up direction vector for the listener
Member<AudioParam> m_upX;
Member<AudioParam> m_upY;
Member<AudioParam> m_upZ;
double m_dopplerFactor;
double m_speedOfSound;
// The position, forward, and up vectors from the last rendering quantum.
FloatPoint3D m_lastPosition;
FloatPoint3D m_lastForward;
FloatPoint3D m_lastUp;
// Last time that the automations were updated.
double m_lastUpdateTime;
// Set every rendering quantum if the listener has moved in any way
// (position, forward, or up). This should only be read or written to from
// the audio thread.
bool m_isListenerDirty;
void updateValuesIfNeeded(size_t framesToProcess);
AudioFloatArray m_positionXValues;
AudioFloatArray m_positionYValues;
AudioFloatArray m_positionZValues;
AudioFloatArray m_forwardXValues;
AudioFloatArray m_forwardYValues;
AudioFloatArray m_forwardZValues;
AudioFloatArray m_upXValues;
AudioFloatArray m_upYValues;
AudioFloatArray m_upZValues;
// Synchronize a panner's process() with setting of the state of the listener.
mutable Mutex m_listenerLock;
// List for pannerNodes in context. This is updated only in the main thread,
// and can be referred in audio thread.
// These raw pointers are safe because PannerHandler::uninitialize()
// unregisters it from m_panners.
HashSet<PannerHandler*> m_panners;
// HRTF DB loader for panner node.
RefPtr<HRTFDatabaseLoader> m_hrtfDatabaseLoader;
};
} // namespace blink
#endif // AudioListener_h