/* * 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. */ #include "modules/webaudio/AudioBasicProcessorHandler.h" #include "modules/webaudio/AudioNodeInput.h" #include "modules/webaudio/AudioNodeOutput.h" #include "platform/audio/AudioBus.h" #include "platform/audio/AudioProcessor.h" namespace blink { AudioBasicProcessorHandler::AudioBasicProcessorHandler(NodeType nodeType, AudioNode& node, float sampleRate, PassOwnPtr processor) : AudioHandler(nodeType, node, sampleRate) , m_processor(processor) { addInput(); addOutput(1); } PassRefPtr AudioBasicProcessorHandler::create(NodeType nodeType, AudioNode& node, float sampleRate, PassOwnPtr processor) { return adoptRef(new AudioBasicProcessorHandler(nodeType, node, sampleRate, processor)); } AudioBasicProcessorHandler::~AudioBasicProcessorHandler() { // Safe to call the uninitialize() because it's final. uninitialize(); } void AudioBasicProcessorHandler::initialize() { if (isInitialized()) return; ASSERT(processor()); processor()->initialize(); AudioHandler::initialize(); } void AudioBasicProcessorHandler::uninitialize() { if (!isInitialized()) return; ASSERT(processor()); processor()->uninitialize(); AudioHandler::uninitialize(); } void AudioBasicProcessorHandler::process(size_t framesToProcess) { AudioBus* destinationBus = output(0).bus(); if (!isInitialized() || !processor() || processor()->numberOfChannels() != numberOfChannels()) { destinationBus->zero(); } else { AudioBus* sourceBus = input(0).bus(); // FIXME: if we take "tail time" into account, then we can avoid calling processor()->process() once the tail dies down. if (!input(0).isConnected()) sourceBus->zero(); processor()->process(sourceBus, destinationBus, framesToProcess); } } // Nice optimization in the very common case allowing for "in-place" processing void AudioBasicProcessorHandler::pullInputs(size_t framesToProcess) { // Render input stream - suggest to the input to render directly into output bus for in-place processing in process() if possible. input(0).pull(output(0).bus(), framesToProcess); } // As soon as we know the channel count of our input, we can lazily initialize. // Sometimes this may be called more than once with different channel counts, in which case we must safely // uninitialize and then re-initialize with the new channel count. void AudioBasicProcessorHandler::checkNumberOfChannelsForInput(AudioNodeInput* input) { ASSERT(context()->isAudioThread()); ASSERT(context()->isGraphOwner()); ASSERT(input == &this->input(0)); if (input != &this->input(0)) return; ASSERT(processor()); if (!processor()) return; unsigned numberOfChannels = input->numberOfChannels(); if (isInitialized() && numberOfChannels != output(0).numberOfChannels()) { // We're already initialized but the channel count has changed. uninitialize(); } if (!isInitialized()) { // This will propagate the channel count to any nodes connected further down the chain... output(0).setNumberOfChannels(numberOfChannels); // Re-initialize the processor with the new channel count. processor()->setNumberOfChannels(numberOfChannels); initialize(); } AudioHandler::checkNumberOfChannelsForInput(input); } unsigned AudioBasicProcessorHandler::numberOfChannels() { return output(0).numberOfChannels(); } double AudioBasicProcessorHandler::tailTime() const { return m_processor->tailTime(); } double AudioBasicProcessorHandler::latencyTime() const { return m_processor->latencyTime(); } } // namespace blink