/* * 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 JavaScriptAudioNode_h #define JavaScriptAudioNode_h #include "ActiveDOMObject.h" #include "AudioNode.h" #include "EventListener.h" #include "EventTarget.h" #include #include #include namespace WebCore { class AudioBuffer; class AudioContext; class AudioProcessingEvent; class Float32Array; // JavaScriptAudioNode is an AudioNode which allows for arbitrary synthesis or processing directly using JavaScript. // The API allows for a variable number of inputs and outputs, although it must have at least one input or output. // This basic implementation supports no more than one input and output. // The "onaudioprocess" attribute is an event listener which will get called periodically with an AudioProcessingEvent which has // AudioBuffers for each input and output. class JavaScriptAudioNode : public AudioNode, public EventTarget { public: // bufferSize must be one of the following values: 256, 512, 1024, 2048, 4096, 8192, 16384. // This value controls how frequently the onaudioprocess event handler is called and how many sample-frames need to be processed each call. // Lower numbers for bufferSize will result in a lower (better) latency. Higher numbers will be necessary to avoid audio breakup and glitches. // The value chosen must carefully balance between latency and audio quality. static PassRefPtr create(AudioContext*, double sampleRate, size_t bufferSize, unsigned numberOfInputs = 1, unsigned numberOfOutputs = 1); virtual ~JavaScriptAudioNode(); // AudioNode virtual void process(size_t framesToProcess); virtual void reset(); virtual void initialize(); virtual void uninitialize(); // EventTarget virtual ScriptExecutionContext* scriptExecutionContext() const; virtual JavaScriptAudioNode* toJavaScriptAudioNode(); virtual EventTargetData* eventTargetData() { return &m_eventTargetData; } virtual EventTargetData* ensureEventTargetData() { return &m_eventTargetData; } size_t bufferSize() const { return m_bufferSize; } DEFINE_ATTRIBUTE_EVENT_LISTENER(audioprocess); // Reconcile ref/deref which are defined both in AudioNode and EventTarget. using AudioNode::ref; using AudioNode::deref; private: JavaScriptAudioNode(AudioContext*, double sampleRate, size_t bufferSize, unsigned numberOfInputs, unsigned numberOfOutputs); static void fireProcessEventDispatch(void* userData); void fireProcessEvent(); // Double buffering unsigned doubleBufferIndex() const { return m_doubleBufferIndex; } void swapBuffers() { m_doubleBufferIndex = 1 - m_doubleBufferIndex; } unsigned m_doubleBufferIndex; unsigned m_doubleBufferIndexForEvent; Vector > m_inputBuffers; Vector > m_outputBuffers; virtual void refEventTarget() { ref(); } virtual void derefEventTarget() { deref(); } EventTargetData m_eventTargetData; size_t m_bufferSize; unsigned m_bufferReadWriteIndex; volatile bool m_isRequestOutstanding; }; } // namespace WebCore #endif // JavaScriptAudioNode_h