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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
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* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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#ifndef AudioNodeInput_h
#define AudioNodeInput_h
#include "AudioBus.h"
#include "AudioNode.h"
#include <wtf/HashSet.h>
#include <wtf/Vector.h>
namespace WebCore {
class AudioNode;
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.
class AudioNodeInput {
public:
AudioNodeInput(AudioNode*);
// Can be called from any thread.
AudioNode* node() const { return m_node; }
AudioContext* context() { return m_node->context(); }
// Must be called with the context's graph lock.
void connect(AudioNodeOutput*);
void disconnect(AudioNodeOutput*);
// disable() will take the output out of the active connections list and set aside in a disabled list.
// enable() will put the output back into the active connections list.
// Must be called with the context's graph lock.
void enable(AudioNodeOutput*);
void disable(AudioNodeOutput*);
// 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.
AudioBus* pull(AudioBus* inPlaceBus, size_t framesToProcess);
// bus() contains the rendered audio after pull() has been called for each time quantum.
// Called from context's audio thread.
AudioBus* bus();
// This copies m_outputs to m_renderingOutputs. Please see comments for these lists below.
// 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 updateRenderingState();
// Rendering code accesses its version of the current connections here.
unsigned numberOfRenderingConnections() const { return m_renderingOutputs.size(); }
AudioNodeOutput* renderingOutput(unsigned i) { return m_renderingOutputs[i]; }
const AudioNodeOutput* renderingOutput(unsigned i) const { return m_renderingOutputs[i]; }
bool isConnected() const { return numberOfRenderingConnections() > 0; }
// The number of channels of the connection with the largest number of channels.
unsigned numberOfChannels() const;
private:
AudioNode* m_node;
// m_outputs contains the AudioNodeOutputs representing current connections which are not disabled.
// The rendering code should never use this directly, but instead uses m_renderingOutputs.
HashSet<AudioNodeOutput*> m_outputs;
// numberOfConnections() should never be called from the audio rendering thread.
// Instead numberOfRenderingConnections() and renderingOutput() should be used.
unsigned numberOfConnections() const { return m_outputs.size(); }
// This must be called whenever we modify m_outputs.
void changedOutputs();
// m_renderingOutputs is a copy of m_outputs which will never be modified during the graph rendering on the audio thread.
// This is the list which is used by the rendering code.
// Whenever m_outputs is modified, the context is told so it can later update m_renderingOutputs from m_outputs at a safe time.
// Most of the time, m_renderingOutputs is identical to m_outputs.
Vector<AudioNodeOutput*> m_renderingOutputs;
// m_renderingStateNeedUpdating keeps track if m_outputs is modified.
bool m_renderingStateNeedUpdating;
// The number of channels of the rendering connection with the largest number of channels.
unsigned numberOfRenderingChannels();
// 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.
HashSet<AudioNodeOutput*> m_disabledOutputs;
// Called from context's audio thread.
AudioBus* internalSummingBus();
void sumAllConnections(AudioBus* summingBus, size_t framesToProcess);
OwnPtr<AudioBus> m_monoSummingBus;
OwnPtr<AudioBus> m_stereoSummingBus;
};
} // namespace WebCore
#endif // AudioNodeInput_h