/* * 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 AbstractAudioContext_h #define AbstractAudioContext_h #include "bindings/core/v8/ActiveScriptWrappable.h" #include "bindings/core/v8/ScriptPromise.h" #include "bindings/core/v8/ScriptPromiseResolver.h" #include "core/dom/ActiveDOMObject.h" #include "core/dom/DOMTypedArray.h" #include "core/events/EventListener.h" #include "modules/EventTargetModules.h" #include "modules/ModulesExport.h" #include "modules/webaudio/AsyncAudioDecoder.h" #include "modules/webaudio/AudioDestinationNode.h" #include "modules/webaudio/DeferredTaskHandler.h" #include "modules/webaudio/IIRFilterNode.h" #include "platform/audio/AudioBus.h" #include "platform/heap/Handle.h" #include "wtf/HashSet.h" #include "wtf/RefPtr.h" #include "wtf/Threading.h" #include "wtf/Vector.h" #include "wtf/build_config.h" namespace blink { class AnalyserNode; class AudioBuffer; class AudioBufferCallback; class AudioBufferSourceNode; class AudioListener; class AudioSummingJunction; class BiquadFilterNode; class ChannelMergerNode; class ChannelSplitterNode; class ConvolverNode; class DelayNode; class Dictionary; class Document; class DynamicsCompressorNode; class ExceptionState; class GainNode; class HTMLMediaElement; class IIRFilterNode; class MediaElementAudioSourceNode; class MediaStreamAudioDestinationNode; class MediaStreamAudioSourceNode; class OscillatorNode; class PannerNode; class PeriodicWave; class ScriptProcessorNode; class ScriptPromiseResolver; class ScriptState; class SecurityOrigin; class StereoPannerNode; class WaveShaperNode; // AbstractAudioContext is the cornerstone of the web audio API and all AudioNodes are created from it. // For thread safety between the audio thread and the main thread, it has a rendering graph locking mechanism. class MODULES_EXPORT AbstractAudioContext : public RefCountedGarbageCollectedEventTargetWithInlineData, public ActiveScriptWrappable, public ActiveDOMObject { REFCOUNTED_GARBAGE_COLLECTED_EVENT_TARGET(AbstractAudioContext); WILL_BE_USING_GARBAGE_COLLECTED_MIXIN(AbstractAudioContext); DEFINE_WRAPPERTYPEINFO(); public: // The state of an audio context. On creation, the state is Suspended. The state is Running if // audio is being processed (audio graph is being pulled for data). The state is Closed if the // audio context has been closed. The valid transitions are from Suspended to either Running or // Closed; Running to Suspended or Closed. Once Closed, there are no valid transitions. enum AudioContextState { Suspended, Running, Closed }; // Create an AudioContext for rendering to the audio hardware. static AbstractAudioContext* create(Document&, ExceptionState&); ~AbstractAudioContext() override; DECLARE_VIRTUAL_TRACE(); // Is the destination node initialized and ready to handle audio? bool isDestinationInitialized() const { AudioDestinationNode* dest = destination(); return dest ? dest->audioDestinationHandler().isInitialized() : false; } // Document notification void stop() final; bool hasPendingActivity() const final; AudioDestinationNode* destination() const { return m_destinationNode.get(); } size_t currentSampleFrame() const { return m_destinationNode ? m_destinationNode->audioDestinationHandler().currentSampleFrame() : 0; } double currentTime() const { return m_destinationNode ? m_destinationNode->audioDestinationHandler().currentTime() : 0; } float sampleRate() const { return m_destinationNode ? m_destinationNode->handler().sampleRate() : 0; } String state() const; AudioContextState contextState() const { return m_contextState; } AudioBuffer* createBuffer(unsigned numberOfChannels, size_t numberOfFrames, float sampleRate, ExceptionState&); // Asynchronous audio file data decoding. ScriptPromise decodeAudioData(ScriptState*, DOMArrayBuffer* audioData, AudioBufferCallback* successCallback, AudioBufferCallback* errorCallback, ExceptionState&); // Handles the promise and callbacks when |decodeAudioData| is finished decoding. void handleDecodeAudioData(AudioBuffer*, ScriptPromiseResolver*, AudioBufferCallback* successCallback, AudioBufferCallback* errorCallback); AudioListener* listener() { return m_listener.get(); } virtual bool hasRealtimeConstraint() = 0; // The AudioNode create methods are called on the main thread (from JavaScript). AudioBufferSourceNode* createBufferSource(ExceptionState&); MediaElementAudioSourceNode* createMediaElementSource(HTMLMediaElement*, ExceptionState&); MediaStreamAudioSourceNode* createMediaStreamSource(MediaStream*, ExceptionState&); MediaStreamAudioDestinationNode* createMediaStreamDestination(ExceptionState&); GainNode* createGain(ExceptionState&); BiquadFilterNode* createBiquadFilter(ExceptionState&); WaveShaperNode* createWaveShaper(ExceptionState&); DelayNode* createDelay(ExceptionState&); DelayNode* createDelay(double maxDelayTime, ExceptionState&); PannerNode* createPanner(ExceptionState&); ConvolverNode* createConvolver(ExceptionState&); DynamicsCompressorNode* createDynamicsCompressor(ExceptionState&); AnalyserNode* createAnalyser(ExceptionState&); ScriptProcessorNode* createScriptProcessor(ExceptionState&); ScriptProcessorNode* createScriptProcessor(size_t bufferSize, ExceptionState&); ScriptProcessorNode* createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, ExceptionState&); ScriptProcessorNode* createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, size_t numberOfOutputChannels, ExceptionState&); StereoPannerNode* createStereoPanner(ExceptionState&); ChannelSplitterNode* createChannelSplitter(ExceptionState&); ChannelSplitterNode* createChannelSplitter(size_t numberOfOutputs, ExceptionState&); ChannelMergerNode* createChannelMerger(ExceptionState&); ChannelMergerNode* createChannelMerger(size_t numberOfInputs, ExceptionState&); OscillatorNode* createOscillator(ExceptionState&); PeriodicWave* createPeriodicWave(DOMFloat32Array* real, DOMFloat32Array* imag, ExceptionState&); PeriodicWave* createPeriodicWave(DOMFloat32Array* real, DOMFloat32Array* imag, const Dictionary&, ExceptionState&); // Close virtual ScriptPromise closeContext(ScriptState*) = 0; // Suspend virtual ScriptPromise suspendContext(ScriptState*) = 0; // Resume virtual ScriptPromise resumeContext(ScriptState*) = 0; // IIRFilter IIRFilterNode* createIIRFilter(Vector feedforwardCoef, Vector feedbackCoef, ExceptionState&); // When a source node has started processing and needs to be protected, // this method tells the context to protect the node. // // The context itself keeps a reference to all source nodes. The source // nodes, then reference all nodes they're connected to. In turn, these // nodes reference all nodes they're connected to. All nodes are ultimately // connected to the AudioDestinationNode. When the context release a source // node, it will be deactivated from the rendering graph along with all // other nodes it is uniquely connected to. void notifySourceNodeStartedProcessing(AudioNode*); // When a source node has no more processing to do (has finished playing), // this method tells the context to release the corresponding node. void notifySourceNodeFinishedProcessing(AudioHandler*); // Called at the start of each render quantum. void handlePreRenderTasks(); // Called at the end of each render quantum. void handlePostRenderTasks(); // Called periodically at the end of each render quantum to release finished // source nodes. void releaseFinishedSourceNodes(); // Keeps track of the number of connections made. void incrementConnectionCount() { ASSERT(isMainThread()); m_connectionCount++; } unsigned connectionCount() const { return m_connectionCount; } DeferredTaskHandler& deferredTaskHandler() const { return *m_deferredTaskHandler; } // // Thread Safety and Graph Locking: // // The following functions call corresponding functions of // DeferredTaskHandler. bool isAudioThread() const { return deferredTaskHandler().isAudioThread(); } void lock() { deferredTaskHandler().lock(); } bool tryLock() { return deferredTaskHandler().tryLock(); } void unlock() { deferredTaskHandler().unlock(); } #if ENABLE(ASSERT) // Returns true if this thread owns the context's lock. bool isGraphOwner() { return deferredTaskHandler().isGraphOwner(); } #endif using AutoLocker = DeferredTaskHandler::AutoLocker; // Returns the maximum numuber of channels we can support. static unsigned maxNumberOfChannels() { return MaxNumberOfChannels;} // EventTarget const AtomicString& interfaceName() const final; ExecutionContext* getExecutionContext() const final; DEFINE_ATTRIBUTE_EVENT_LISTENER(statechange); void startRendering(); void notifyStateChange(); // A context is considered closed if: // - closeContext() has been called. // - it has been stopped by its execution context. virtual bool isContextClosed() const { return m_isCleared; } // Get the security origin for this audio context. SecurityOrigin* getSecurityOrigin() const; // Get the PeriodicWave for the specified oscillator type. The table is initialized internally // if necessary. PeriodicWave* periodicWave(int type); protected: explicit AbstractAudioContext(Document*); AbstractAudioContext(Document*, unsigned numberOfChannels, size_t numberOfFrames, float sampleRate); void initialize(); void uninitialize(); void setContextState(AudioContextState); virtual void didClose() {} // Tries to handle AudioBufferSourceNodes that were started but became disconnected or was never // connected. Because these never get pulled anymore, they will stay around forever. So if we // can, try to stop them so they can be collected. void handleStoppableSourceNodes(); Member m_destinationNode; // FIXME(dominicc): Move m_resumeResolvers to AudioContext, because only // it creates these Promises. // Vector of promises created by resume(). It takes time to handle them, so we collect all of // the promises here until they can be resolved or rejected. HeapVector> m_resumeResolvers; void setClosedContextSampleRate(float newSampleRate) { m_closedContextSampleRate = newSampleRate; } float closedContextSampleRate() const { return m_closedContextSampleRate; } private: bool m_isCleared; void clear(); void throwExceptionForClosedState(ExceptionState&); // When the context goes away, there might still be some sources which // haven't finished playing. Make sure to release them here. void releaseActiveSourceNodes(); Member m_listener; // Only accessed in the audio thread. // These raw pointers are safe because AudioSourceNodes in // m_activeSourceNodes own them. Vector m_finishedSourceHandlers; // List of source nodes. This is either accessed when the graph lock is // held, or on the main thread when the audio thread has finished. // Oilpan: This Vector holds connection references. We must call // AudioHandler::makeConnection when we add an AudioNode to this, and must // call AudioHandler::breakConnection() when we remove an AudioNode from // this. HeapVector> m_activeSourceNodes; // FIXME(dominicc): Move these to AudioContext because only // it creates these Promises. // Handle Promises for resume() and suspend() void resolvePromisesForResume(); void resolvePromisesForResumeOnMainThread(); void rejectPendingResolvers(); // True if we're in the process of resolving promises for resume(). Resolving can take some // time and the audio context process loop is very fast, so we don't want to call resolve an // excessive number of times. bool m_isResolvingResumePromises; unsigned m_connectionCount; // Graph locking. bool m_didInitializeContextGraphMutex; RefPtr m_deferredTaskHandler; // The state of the AbstractAudioContext. AudioContextState m_contextState; AsyncAudioDecoder m_audioDecoder; // When a context is closed, the sample rate is cleared. But decodeAudioData can be called // after the context has been closed and it needs the sample rate. When the context is closed, // the sample rate is saved here. float m_closedContextSampleRate; // Vector of promises created by decodeAudioData. This keeps the resolvers alive until // decodeAudioData finishes decoding and can tell the main thread to resolve them. HeapHashSet> m_decodeAudioResolvers; // PeriodicWave's for the builtin oscillator types. These only depend on the sample rate. so // they can be shared with all OscillatorNodes in the context. To conserve memory, these are // lazily initiialized on first use. Member m_periodicWaveSine; Member m_periodicWaveSquare; Member m_periodicWaveSawtooth; Member m_periodicWaveTriangle; // This is considering 32 is large enough for multiple channels audio. // It is somewhat arbitrary and could be increased if necessary. enum { MaxNumberOfChannels = 32 }; }; } // namespace blink #endif // AbstractAudioContext_h