summaryrefslogtreecommitdiffstats
path: root/Source/WebCore/webaudio/AudioNode.h
blob: 069407ddd0cfe34834c057887f856349fe7c86ee (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
/*
 * 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 AudioNode_h
#define AudioNode_h

#include <wtf/OwnPtr.h>
#include <wtf/PassOwnPtr.h>
#include <wtf/RefPtr.h>
#include <wtf/Vector.h>

#define DEBUG_AUDIONODE_REFERENCES 0

namespace WebCore {

class AudioContext;
class AudioNodeInput;
class AudioNodeOutput;

// An AudioNode is the basic building block for handling audio within an AudioContext.
// It may be an audio source, an intermediate processing module, or an audio destination.
// Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inputs and a single output.
// An AudioDestinationNode has one input and no outputs and represents the final destination to the audio hardware.
// Most processing nodes such as filters will have one input and one output, although multiple inputs and outputs are possible.

class AudioNode {
public:
    enum { ProcessingSizeInFrames = 128 };

    AudioNode(AudioContext*, double sampleRate);
    virtual ~AudioNode();

    AudioContext* context() { return m_context.get(); }

    enum NodeType {
        NodeTypeUnknown,
        NodeTypeDestination,
        NodeTypeAudioBufferSource,
        NodeTypeJavaScript,
        NodeTypeLowPass2Filter,
        NodeTypeHighPass2Filter,
        NodeTypePanner,
        NodeTypeConvolver,
        NodeTypeDelay,
        NodeTypeGain,
        NodeTypeChannelSplitter,
        NodeTypeChannelMerger,
        NodeTypeAnalyser,
        NodeTypeEnd
    };

    NodeType type() const { return m_type; }
    void setType(NodeType);

    // We handle our own ref-counting because of the threading issues and subtle nature of
    // how AudioNodes can continue processing (playing one-shot sound) after there are no more
    // JavaScript references to the object.
    enum RefType { RefTypeNormal, RefTypeConnection, RefTypeDisabled };

    // Can be called from main thread or context's audio thread.
    void ref(RefType refType = RefTypeNormal);
    void deref(RefType refType = RefTypeNormal);

    // Can be called from main thread or context's audio thread.  It must be called while the context's graph lock is held.
    void finishDeref(RefType refType);

    // The AudioNodeInput(s) (if any) will already have their input data available when process() is called.
    // Subclasses will take this input data and put the results in the AudioBus(s) of its AudioNodeOutput(s) (if any).
    // Called from context's audio thread.
    virtual void process(size_t framesToProcess) = 0;

    // Resets DSP processing state (clears delay lines, filter memory, etc.)
    // Called from context's audio thread.
    virtual void reset() = 0;

    // No significant resources should be allocated until initialize() is called.
    // Processing may not occur until a node is initialized.
    virtual void initialize();
    virtual void uninitialize();

    bool isInitialized() const { return m_isInitialized; }
    void lazyInitialize();

    unsigned numberOfInputs() const { return m_inputs.size(); }
    unsigned numberOfOutputs() const { return m_outputs.size(); }

    AudioNodeInput* input(unsigned);
    AudioNodeOutput* output(unsigned);

    // connect() / disconnect() return true on success.
    // Called from main thread by corresponding JavaScript methods.
    bool connect(AudioNode* destination, unsigned outputIndex = 0, unsigned inputIndex = 0);
    bool disconnect(unsigned outputIndex = 0);

    double sampleRate() const { return m_sampleRate; }

    // processIfNecessary() is called by our output(s) when the rendering graph needs this AudioNode to process.
    // This method ensures that the AudioNode will only process once per rendering time quantum even if it's called repeatedly.
    // This handles the case of "fanout" where an output is connected to multiple AudioNode inputs.
    // Called from context's audio thread.
    void processIfNecessary(size_t framesToProcess);

    // Called when a new connection has been made to one of our inputs or the connection number of channels has changed.
    // This potentially gives us enough information to perform a lazy initialization or, if necessary, a re-initialization.
    // Called from main thread.
    virtual void checkNumberOfChannelsForInput(AudioNodeInput*) { }

#if DEBUG_AUDIONODE_REFERENCES
    static void printNodeCounts();
#endif

    bool isMarkedForDeletion() const { return m_isMarkedForDeletion; }

protected:
    // Inputs and outputs must be created before the AudioNode is initialized.
    void addInput(PassOwnPtr<AudioNodeInput>);
    void addOutput(PassOwnPtr<AudioNodeOutput>);
    
    // Called by processIfNecessary() to cause all parts of the rendering graph connected to us to process.
    // Each rendering quantum, the audio data for each of the AudioNode's inputs will be available after this method is called.
    // Called from context's audio thread.
    virtual void pullInputs(size_t framesToProcess);

private:
    volatile bool m_isInitialized;
    NodeType m_type;
    RefPtr<AudioContext> m_context;
    double m_sampleRate;
    Vector<OwnPtr<AudioNodeInput> > m_inputs;
    Vector<OwnPtr<AudioNodeOutput> > m_outputs;

    double m_lastProcessingTime;

    // Ref-counting
    volatile int m_normalRefCount;
    volatile int m_connectionRefCount;
    volatile int m_disabledRefCount;
    
    bool m_isMarkedForDeletion;
    bool m_isDisabled;
    
#if DEBUG_AUDIONODE_REFERENCES
    static bool s_isNodeCountInitialized;
    static int s_nodeCount[NodeTypeEnd];
#endif
};

} // namespace WebCore

#endif // AudioNode_h