/* * Copyright (C) 2011, 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_OFFLINE_AUDIO_DESTINATION_NODE_H_ #define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_OFFLINE_AUDIO_DESTINATION_NODE_H_ #include #include "base/memory/scoped_refptr.h" #include "base/memory/weak_ptr.h" #include "third_party/blink/renderer/modules/webaudio/audio_buffer.h" #include "third_party/blink/renderer/modules/webaudio/audio_destination_node.h" #include "third_party/blink/renderer/modules/webaudio/offline_audio_context.h" #include "third_party/blink/renderer/platform/scheduler/public/thread.h" namespace blink { class BaseAudioContext; class AudioBus; class OfflineAudioContext; class OfflineAudioDestinationHandler final : public AudioDestinationHandler { public: static scoped_refptr Create( AudioNode&, unsigned number_of_channels, uint32_t frames_to_process, float sample_rate); ~OfflineAudioDestinationHandler() override; // AudioHandler void Dispose() override; void Initialize() override; void Uninitialize() override; // AudioNode double TailTime() const override { return 0; } double LatencyTime() const override { return 0; } OfflineAudioContext* Context() const final; // AudioDestinationHandler void StartRendering() override; void StopRendering() override; void Pause() override; void Resume() override; uint32_t MaxChannelCount() const override; void RestartRendering() override; double SampleRate() const override { return sample_rate_; } size_t RenderQuantumFrames() const { return audio_utilities::kRenderQuantumFrames; } // This is called when rendering of the offline context is started // which will save the rendered audio data in |render_target|. This // allows creation of the AudioBuffer when startRendering is called // instead of when the OfflineAudioContext is created. void InitializeOfflineRenderThread(AudioBuffer* render_target); unsigned NumberOfChannels() const { return number_of_channels_; } bool RequiresTailProcessing() const final { return false; } private: OfflineAudioDestinationHandler(AudioNode&, unsigned number_of_channels, uint32_t frames_to_process, float sample_rate); // Set up the rendering and start. After setting the context up, it will // eventually call |doOfflineRendering|. void StartOfflineRendering(); // Suspend the rendering loop and notify the main thread to resolve the // associated promise. void SuspendOfflineRendering(); // Start the rendering loop. void DoOfflineRendering(); // Finish the rendering loop and notify the main thread to resolve the // promise with the rendered buffer. void FinishOfflineRendering(); // Suspend/completion callbacks for the main thread. void NotifySuspend(size_t); void NotifyComplete(); // The offline version of render() method. If the rendering needs to be // suspended after checking, this stops the rendering and returns true. // Otherwise, it returns false after rendering one quantum. bool RenderIfNotSuspended(AudioBus* source_bus, AudioBus* destination_bus, uint32_t number_of_frames); // Prepares a task runner for the rendering based on the operation mode // (i.e. non-AudioWorklet or AudioWorklet). This is called when the // rendering restarts such as context.resume() after context.suspend(). // The only possible transition is from the non-AudioWorklet mode to the // AudioWorklet mode. Once the AudioWorklet mode is activated, the task runner // from AudioWorkletThread will be used until the rendering is finished. void PrepareTaskRunnerForRendering(); // For cross-thread posting, this object uses two different targets. // 1. rendering thread -> main thread: WeakPtr // When the main thread starts deleting this object, a task posted with // a WeakPtr from the rendering thread will be cancelled. // 2. main thread -> rendering thread: scoped_refptr // |render_thread_| is owned by this object, so it is safe to target with // WrapRefCounted() instead of GetWeakPtr(). base::WeakPtr GetWeakPtr() { return weak_factory_.GetWeakPtr(); } // This AudioHandler renders into this SharedAudioBuffer. std::unique_ptr shared_render_target_; // Temporary AudioBus for each render quantum. scoped_refptr render_bus_; // These variables are for counting the number of frames for the current // progress and the remaining frames to be processed. size_t frames_processed_; uint32_t frames_to_process_; // This flag is necessary to distinguish the state of the context between // 'created' and 'suspended'. If this flag is false and the current state // is 'suspended', it means the context is created and have not started yet. bool is_rendering_started_; unsigned number_of_channels_; float sample_rate_; // The rendering thread for the non-AudioWorklet mode. For the AudioWorklet // node, AudioWorkletThread will drive the rendering. std::unique_ptr render_thread_; scoped_refptr render_thread_task_runner_; scoped_refptr main_thread_task_runner_; base::WeakPtrFactory weak_factory_{this}; }; class OfflineAudioDestinationNode final : public AudioDestinationNode { public: static OfflineAudioDestinationNode* Create(BaseAudioContext*, unsigned number_of_channels, uint32_t frames_to_process, float sample_rate); OfflineAudioDestinationNode(BaseAudioContext&, unsigned number_of_channels, uint32_t frames_to_process, float sample_rate); AudioBuffer* DestinationBuffer() const { return destination_buffer_; } void SetDestinationBuffer(AudioBuffer* buffer) { destination_buffer_ = buffer; } void Trace(Visitor* visitor) const override; private: Member destination_buffer_; }; } // namespace blink #endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_OFFLINE_AUDIO_DESTINATION_NODE_H_