/* * 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_OUTPUT_H_ #define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_NODE_OUTPUT_H_ #include #include "base/memory/scoped_refptr.h" #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_param.h" #include "third_party/blink/renderer/platform/audio/audio_bus.h" #include "third_party/blink/renderer/platform/wtf/hash_set.h" namespace blink { class AudioNodeInput; // AudioNodeOutput represents a single output for an AudioNode. // It may be connected to one or more AudioNodeInputs. class MODULES_EXPORT AudioNodeOutput final { USING_FAST_MALLOC(AudioNodeOutput); public: // It's OK to pass 0 for numberOfChannels in which case // setNumberOfChannels() must be called later on. AudioNodeOutput(AudioHandler*, unsigned number_of_channels); void Dispose(); // Causes our AudioNode to process if it hasn't already for this render // quantum. It returns the bus containing the processed audio for this // output, returning inPlaceBus if in-place processing was possible. Called // from context's audio thread. AudioBus* Pull(AudioBus* in_place_bus, uint32_t frames_to_process); // bus() will contain the rendered audio after pull() is called for each // rendering time quantum. // Called from context's audio thread. AudioBus* Bus() const; // renderingFanOutCount() is the number of AudioNodeInputs that we're // connected to during rendering. Unlike fanOutCount() it will not change // during the course of a render quantum. unsigned RenderingFanOutCount() const; // Must be called with the context's graph lock. void DisconnectAll(); // Disconnect a specific input or AudioParam. void DisconnectAudioParam(AudioParamHandler&); void SetNumberOfChannels(unsigned); unsigned NumberOfChannels() const { return number_of_channels_; } bool IsChannelCountKnown() const { return NumberOfChannels() > 0; } bool IsConnected() { return FanOutCount() > 0 || ParamFanOutCount() > 0; } // Disable/Enable happens when there are still JavaScript references to a // node, but it has otherwise "finished" its work. For example, when a note // has finished playing. It is kept around, because it may be played again at // a later time. They must be called with the context's graph lock. void Disable(); void Enable(); // updateRenderingState() is called in the audio thread at the start or end of // the render quantum to handle any recent changes to the graph state. // It must be called with the context's graph lock. void UpdateRenderingState(); private: // Can be called from any thread. AudioHandler& Handler() const { return handler_; } DeferredTaskHandler& GetDeferredTaskHandler() const { return handler_.GetDeferredTaskHandler(); } // This reference is safe because the AudioHandler owns this AudioNodeOutput // object. AudioHandler& handler_; // fanOutCount() is the number of AudioNodeInputs that we're connected to. // This method should not be called in audio thread rendering code, instead // renderingFanOutCount() should be used. // It must be called with the context's graph lock. unsigned FanOutCount(); // Similar to fanOutCount(), paramFanOutCount() is the number of AudioParams // that we're connected to. This method should not be called in audio thread // rendering code, instead renderingParamFanOutCount() should be used. // It must be called with the context's graph lock. unsigned ParamFanOutCount(); // Must be called with the context's graph lock. void DisconnectAllInputs(); void DisconnectAllParams(); // updateInternalBus() updates m_internalBus appropriately for the number of // channels. It is called in the constructor or in the audio thread with the // context's graph lock. void UpdateInternalBus(); // Announce to any nodes we're connected to that we changed our channel count // for its input. // It must be called in the audio thread with the context's graph lock. void PropagateChannelCount(); // updateNumberOfChannels() is called in the audio thread at the start or end // of the render quantum to pick up channel changes. // It must be called with the context's graph lock. void UpdateNumberOfChannels(); // m_numberOfChannels will only be changed in the audio thread. // The main thread sets m_desiredNumberOfChannels which will later get picked // up in the audio thread in updateNumberOfChannels(). unsigned number_of_channels_; unsigned desired_number_of_channels_; // m_internalBus and m_inPlaceBus must only be changed in the audio thread // with the context's graph lock (or constructor). scoped_refptr internal_bus_; scoped_refptr in_place_bus_; // If m_isInPlace is true, use m_inPlaceBus as the valid AudioBus; If false, // use the default m_internalBus. bool is_in_place_; // This HashSet holds connection references. We must call // AudioNode::makeConnection when we add an AudioNodeInput to this, and must // call AudioNode::breakConnection() when we remove an AudioNodeInput from // this. HashSet inputs_; bool is_enabled_; bool did_call_dispose_; // For the purposes of rendering, keeps track of the number of inputs and // AudioParams we're connected to. These value should only be changed at the // very start or end of the rendering quantum. unsigned rendering_fan_out_count_; unsigned rendering_param_fan_out_count_; // This collection of raw pointers is safe because they are retained by // AudioParam objects retained by m_connectedParams of the owner AudioNode. HashSet params_; friend class AudioNodeWiring; }; } // namespace blink #endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_NODE_OUTPUT_H_