/* * 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 AudioNodeInput_h #define AudioNodeInput_h #include "modules/webaudio/AudioNode.h" #include "modules/webaudio/AudioSummingJunction.h" #include "platform/audio/AudioBus.h" #include "wtf/Allocator.h" #include "wtf/HashSet.h" namespace blink { 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 final : public AudioSummingJunction { USING_FAST_MALLOC(AudioNodeInput); public: static PassOwnPtr create(AudioHandler&); // AudioSummingJunction void didUpdate() override; // Can be called from any thread. AudioHandler& handler() const { return m_handler; } // 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(); // updateInternalBus() updates m_internalSummingBus appropriately for the number of channels. // 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 updateInternalBus(); // The number of channels of the connection with the largest number of channels. unsigned numberOfChannels() const; private: explicit AudioNodeInput(AudioHandler&); // This reference is safe because the AudioHandler owns this AudioNodeInput // object. AudioHandler& m_handler; // 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. // These raw pointers are safe. Owner AudioNodes of these AudioNodeOutputs // manage their lifetime, and AudioNode::dispose() disconnects all of // connections. HashSet m_disabledOutputs; // Called from context's audio thread. AudioBus* internalSummingBus(); void sumAllConnections(AudioBus* summingBus, size_t framesToProcess); RefPtr m_internalSummingBus; }; } // namespace blink #endif // AudioNodeInput_h