/* * 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 "third_party/blink/renderer/modules/webaudio/audio_node_input.h" #include #include #include "base/memory/ptr_util.h" #include "third_party/blink/renderer/modules/webaudio/audio_node_output.h" #include "third_party/blink/renderer/modules/webaudio/audio_node_wiring.h" namespace blink { AudioNodeInput::AudioNodeInput(AudioHandler& handler) : AudioSummingJunction(handler.Context()->GetDeferredTaskHandler()), handler_(handler) { // Set to mono by default. internal_summing_bus_ = AudioBus::Create(1, audio_utilities::kRenderQuantumFrames); } AudioNodeInput::~AudioNodeInput() { AudioNodeWiring::WillBeDestroyed(*this); } void AudioNodeInput::DidUpdate() { Handler().CheckNumberOfChannelsForInput(this); } void AudioNodeInput::UpdateInternalBus() { DCHECK(GetDeferredTaskHandler().IsAudioThread()); GetDeferredTaskHandler().AssertGraphOwner(); unsigned number_of_input_channels = NumberOfChannels(); if (number_of_input_channels == internal_summing_bus_->NumberOfChannels()) return; internal_summing_bus_ = AudioBus::Create( number_of_input_channels, audio_utilities::kRenderQuantumFrames); } unsigned AudioNodeInput::NumberOfChannels() const { AudioHandler::ChannelCountMode mode = Handler().InternalChannelCountMode(); if (mode == AudioHandler::kExplicit) return Handler().ChannelCount(); // Find the number of channels of the connection with the largest number of // channels. unsigned max_channels = 1; // one channel is the minimum allowed for (AudioNodeOutput* output : outputs_) { // Use output()->numberOfChannels() instead of // output->bus()->numberOfChannels(), because the calling of // AudioNodeOutput::bus() is not safe here. max_channels = std::max(max_channels, output->NumberOfChannels()); } if (mode == AudioHandler::kClampedMax) max_channels = std::min(max_channels, static_cast(Handler().ChannelCount())); return max_channels; } scoped_refptr AudioNodeInput::Bus() { DCHECK(GetDeferredTaskHandler().IsAudioThread()); // Handle single connection specially to allow for in-place processing. if (NumberOfRenderingConnections() == 1 && Handler().InternalChannelCountMode() == AudioHandler::kMax) return RenderingOutput(0)->Bus(); // Multiple connections case or complex ChannelCountMode (or no connections). return InternalSummingBus(); } scoped_refptr AudioNodeInput::InternalSummingBus() { DCHECK(GetDeferredTaskHandler().IsAudioThread()); return internal_summing_bus_; } void AudioNodeInput::SumAllConnections(scoped_refptr summing_bus, uint32_t frames_to_process) { DCHECK(GetDeferredTaskHandler().IsAudioThread()); // We shouldn't be calling this method if there's only one connection, since // it's less efficient. // DCHECK(numberOfRenderingConnections() > 1 || // handler().internalChannelCountMode() != AudioHandler::Max); DCHECK(summing_bus); summing_bus->Zero(); AudioBus::ChannelInterpretation interpretation = Handler().InternalChannelInterpretation(); for (unsigned i = 0; i < NumberOfRenderingConnections(); ++i) { AudioNodeOutput* output = RenderingOutput(i); DCHECK(output); // Render audio from this output. AudioBus* connection_bus = output->Pull(nullptr, frames_to_process); // Sum, with unity-gain. summing_bus->SumFrom(*connection_bus, interpretation); } } scoped_refptr AudioNodeInput::Pull(AudioBus* in_place_bus, uint32_t frames_to_process) { DCHECK(GetDeferredTaskHandler().IsAudioThread()); // Handle single connection case. if (NumberOfRenderingConnections() == 1 && Handler().InternalChannelCountMode() == AudioHandler::kMax) { // The output will optimize processing using inPlaceBus if it's able. AudioNodeOutput* output = this->RenderingOutput(0); return output->Pull(in_place_bus, frames_to_process); } scoped_refptr internal_summing_bus = this->InternalSummingBus(); if (!NumberOfRenderingConnections()) { // At least, generate silence if we're not connected to anything. // FIXME: if we wanted to get fancy, we could propagate a 'silent hint' here // to optimize the downstream graph processing. internal_summing_bus->Zero(); return internal_summing_bus; } // Handle multiple connections case. SumAllConnections(internal_summing_bus, frames_to_process); return internal_summing_bus; } } // namespace blink