/* * Copyright (C) 2011, 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/OfflineAudioDestinationNode.h" #include "core/dom/CrossThreadTask.h" #include "modules/webaudio/AbstractAudioContext.h" #include "modules/webaudio/AudioNodeInput.h" #include "modules/webaudio/AudioNodeOutput.h" #include "modules/webaudio/OfflineAudioContext.h" #include "platform/Task.h" #include "platform/audio/AudioBus.h" #include "platform/audio/DenormalDisabler.h" #include "platform/audio/HRTFDatabaseLoader.h" #include "public/platform/Platform.h" #include namespace blink { const size_t OfflineAudioDestinationHandler::renderQuantumSize = 128; OfflineAudioDestinationHandler::OfflineAudioDestinationHandler(AudioNode& node, AudioBuffer* renderTarget) : AudioDestinationHandler(node, renderTarget->sampleRate()) , m_renderTarget(renderTarget) , m_renderThread(adoptPtr(Platform::current()->createThread("offline audio renderer"))) , m_framesProcessed(0) , m_framesToProcess(0) , m_isRenderingStarted(false) , m_shouldSuspend(false) { m_renderBus = AudioBus::create(renderTarget->numberOfChannels(), renderQuantumSize); m_framesToProcess = m_renderTarget->length(); } PassRefPtr OfflineAudioDestinationHandler::create(AudioNode& node, AudioBuffer* renderTarget) { return adoptRef(new OfflineAudioDestinationHandler(node, renderTarget)); } OfflineAudioDestinationHandler::~OfflineAudioDestinationHandler() { ASSERT(!isInitialized()); } void OfflineAudioDestinationHandler::dispose() { uninitialize(); AudioDestinationHandler::dispose(); } void OfflineAudioDestinationHandler::initialize() { if (isInitialized()) return; AudioHandler::initialize(); } void OfflineAudioDestinationHandler::uninitialize() { if (!isInitialized()) return; if (m_renderThread) m_renderThread.clear(); AudioHandler::uninitialize(); } OfflineAudioContext* OfflineAudioDestinationHandler::context() const { return static_cast(AudioDestinationHandler::context()); } void OfflineAudioDestinationHandler::startRendering() { ASSERT(isMainThread()); ASSERT(m_renderThread); ASSERT(m_renderTarget); if (!m_renderTarget) return; // Rendering was not started. Starting now. if (!m_isRenderingStarted) { m_isRenderingStarted = true; m_renderThread->taskRunner()->postTask(BLINK_FROM_HERE, new Task(threadSafeBind(&OfflineAudioDestinationHandler::startOfflineRendering, this))); return; } // Rendering is already started, which implicitly means we resume the // rendering by calling |doOfflineRendering| on the render thread. m_renderThread->taskRunner()->postTask(BLINK_FROM_HERE, threadSafeBind(&OfflineAudioDestinationHandler::doOfflineRendering, this)); } void OfflineAudioDestinationHandler::stopRendering() { // offline audio rendering CANNOT BE stopped by JavaScript. ASSERT_NOT_REACHED(); } WebThread* OfflineAudioDestinationHandler::offlineRenderThread() { ASSERT(m_renderThread); return m_renderThread.get(); } void OfflineAudioDestinationHandler::startOfflineRendering() { ASSERT(!isMainThread()); ASSERT(m_renderBus); if (!m_renderBus) return; bool isAudioContextInitialized = context()->isDestinationInitialized(); ASSERT(isAudioContextInitialized); if (!isAudioContextInitialized) return; bool channelsMatch = m_renderBus->numberOfChannels() == m_renderTarget->numberOfChannels(); ASSERT(channelsMatch); if (!channelsMatch) return; bool isRenderBusAllocated = m_renderBus->length() >= renderQuantumSize; ASSERT(isRenderBusAllocated); if (!isRenderBusAllocated) return; // Start rendering. doOfflineRendering(); } void OfflineAudioDestinationHandler::doOfflineRendering() { ASSERT(!isMainThread()); unsigned numberOfChannels = m_renderTarget->numberOfChannels(); // Reset the suspend flag. m_shouldSuspend = false; // If there is more to process and there is no suspension at the moment, // do continue to render quanta. Then calling OfflineAudioContext.resume() will pick up // the render loop again from where it was suspended. while (m_framesToProcess > 0 && !m_shouldSuspend) { // Suspend the rendering and update m_shouldSuspend if a scheduled // suspend found at the current sample frame. Otherwise render one // quantum and return false. m_shouldSuspend = renderIfNotSuspended(0, m_renderBus.get(), renderQuantumSize); if (m_shouldSuspend) return; size_t framesAvailableToCopy = std::min(m_framesToProcess, renderQuantumSize); for (unsigned channelIndex = 0; channelIndex < numberOfChannels; ++channelIndex) { const float* source = m_renderBus->channel(channelIndex)->data(); float* destination = m_renderTarget->getChannelData(channelIndex)->data(); memcpy(destination + m_framesProcessed, source, sizeof(float) * framesAvailableToCopy); } m_framesProcessed += framesAvailableToCopy; ASSERT(m_framesToProcess >= framesAvailableToCopy); m_framesToProcess -= framesAvailableToCopy; } // Finish up the rendering loop if there is no more to process. if (!m_framesToProcess) finishOfflineRendering(); } void OfflineAudioDestinationHandler::suspendOfflineRendering() { ASSERT(!isMainThread()); // The actual rendering has been suspended. Notify the context. if (context()->executionContext()) { context()->executionContext()->postTask(BLINK_FROM_HERE, createCrossThreadTask(&OfflineAudioDestinationHandler::notifySuspend, this)); } } void OfflineAudioDestinationHandler::finishOfflineRendering() { ASSERT(!isMainThread()); // The actual rendering has been completed. Notify the context. if (context()->executionContext()) { context()->executionContext()->postTask(BLINK_FROM_HERE, createCrossThreadTask(&OfflineAudioDestinationHandler::notifyComplete, this)); } } void OfflineAudioDestinationHandler::notifySuspend() { if (context()) context()->resolveSuspendOnMainThread(context()->currentSampleFrame()); } void OfflineAudioDestinationHandler::notifyComplete() { // The OfflineAudioContext might be gone. if (context()) context()->fireCompletionEvent(); } bool OfflineAudioDestinationHandler::renderIfNotSuspended(AudioBus* sourceBus, AudioBus* destinationBus, size_t numberOfFrames) { // We don't want denormals slowing down any of the audio processing // since they can very seriously hurt performance. // This will take care of all AudioNodes because they all process within this scope. DenormalDisabler denormalDisabler; // Need to check if the context actually alive. Otherwise the subsequent // steps will fail. If the context is not alive somehow, return immediately // and do nothing. // // TODO(hongchan): because the context can go away while rendering, so this // check cannot guarantee the safe execution of the following steps. ASSERT(context()); if (!context()) return false; context()->deferredTaskHandler().setAudioThread(currentThread()); // If the destination node is not initialized, pass the silence to the final // audio destination (one step before the FIFO). This check is for the case // where the destination is in the middle of tearing down process. if (!isInitialized()) { destinationBus->zero(); return false; } // Take care pre-render tasks at the beginning of each render quantum. Then // it will stop the rendering loop if the context needs to be suspended // at the beginning of the next render quantum. if (context()->handlePreOfflineRenderTasks()) { suspendOfflineRendering(); return true; } // Prepare the local audio input provider for this render quantum. if (sourceBus) m_localAudioInputProvider.set(sourceBus); ASSERT(numberOfInputs() >= 1); if (numberOfInputs() < 1) { destinationBus->zero(); return false; } // This will cause the node(s) connected to us to process, which in turn will pull on their input(s), // all the way backwards through the rendering graph. AudioBus* renderedBus = input(0).pull(destinationBus, numberOfFrames); if (!renderedBus) { destinationBus->zero(); } else if (renderedBus != destinationBus) { // in-place processing was not possible - so copy destinationBus->copyFrom(*renderedBus); } // Process nodes which need a little extra help because they are not connected to anything, but still need to process. context()->deferredTaskHandler().processAutomaticPullNodes(numberOfFrames); // Let the context take care of any business at the end of each render quantum. context()->handlePostOfflineRenderTasks(); // Advance current sample-frame. size_t newSampleFrame = m_currentSampleFrame + numberOfFrames; releaseStore(&m_currentSampleFrame, newSampleFrame); return false; } // ---------------------------------------------------------------- OfflineAudioDestinationNode::OfflineAudioDestinationNode(AbstractAudioContext& context, AudioBuffer* renderTarget) : AudioDestinationNode(context) { setHandler(OfflineAudioDestinationHandler::create(*this, renderTarget)); } OfflineAudioDestinationNode* OfflineAudioDestinationNode::create(AbstractAudioContext* context, AudioBuffer* renderTarget) { return new OfflineAudioDestinationNode(*context, renderTarget); } } // namespace blink