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path: root/third_party/WebKit/Source/modules/webaudio/AudioBasicProcessorHandler.cpp
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/*
 * 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<AudioProcessor> processor)
    : AudioHandler(nodeType, node, sampleRate)
    , m_processor(processor)
{
    addInput();
    addOutput(1);
}

PassRefPtr<AudioBasicProcessorHandler> AudioBasicProcessorHandler::create(NodeType nodeType, AudioNode& node, float sampleRate, PassOwnPtr<AudioProcessor> 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