/* * 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 THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_NODE_INPUT_H_ #define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_NODE_INPUT_H_ #include #include "third_party/blink/renderer/modules/modules_export.h" #include "third_party/blink/renderer/modules/webaudio/audio_node.h" #include "third_party/blink/renderer/modules/webaudio/audio_summing_junction.h" #include "third_party/blink/renderer/platform/audio/audio_bus.h" #include "third_party/blink/renderer/platform/wtf/allocator/allocator.h" #include "third_party/blink/renderer/platform/wtf/hash_set.h" namespace blink { class AudioNodeOutput; // An AudioNodeInput represents an input to an AudioNode and can be connected // from one or more AudioNodeOutputs. In the case of multiple connections, the // input will act as a unity-gain summing junction, mixing all the outputs. The // number of channels of the input's bus is the maximum of the number of // channels of all its connections. // // Use AudioNodeWiring to connect the AudioNodeOutput of another node to this, // and to disconnect, enable or disable that connection afterward. class MODULES_EXPORT AudioNodeInput final : public AudioSummingJunction { USING_FAST_MALLOC(AudioNodeInput); public: explicit AudioNodeInput(AudioHandler&); ~AudioNodeInput() override; // AudioSummingJunction void DidUpdate() override; // Can be called from any thread. AudioHandler& Handler() const { return handler_; } // pull() processes all of the AudioNodes connected to us. // In the case of multiple connections it sums the result into an internal // summing bus. In the single connection case, it allows in-place processing // where possible using inPlaceBus. It returns the bus which it rendered // into, returning inPlaceBus if in-place processing was performed. // Called from context's audio thread. scoped_refptr Pull(AudioBus* in_place_bus, uint32_t frames_to_process); // bus() contains the rendered audio after pull() has been called for each // time quantum. // Called from context's audio thread. scoped_refptr Bus(); // updateInternalBus() updates m_internalSummingBus appropriately for the // number of channels. This must be called when we own the context's graph // lock in the audio thread at the very start or end of the render quantum. void UpdateInternalBus(); // The number of channels of the connection with the largest number of // channels. unsigned NumberOfChannels() const; private: // This reference is safe because the AudioHandler owns this AudioNodeInput // object. AudioHandler& handler_; // m_disabledOutputs contains the AudioNodeOutputs which are disabled (will // not be processed) by the audio graph rendering. But, from JavaScript's // perspective, these outputs are still connected to us. // Generally, these represent disabled connections from "notes" which have // finished playing but are not yet garbage collected. // These raw pointers are safe. Owner AudioNodes of these AudioNodeOutputs // manage their lifetime, and AudioNode::dispose() disconnects all of // connections. HashSet disabled_outputs_; // Called from context's audio thread. scoped_refptr InternalSummingBus(); void SumAllConnections(scoped_refptr summing_bus, uint32_t frames_to_process); scoped_refptr internal_summing_bus_; // Used to connect inputs and outputs together. friend class AudioNodeWiring; }; } // namespace blink #endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_NODE_INPUT_H_