/* * 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 "AudioBus.h" #include "AudioNode.h" #include <wtf/HashSet.h> #include <wtf/Vector.h> namespace WebCore { class AudioNode; 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 { public: AudioNodeInput(AudioNode*); // Can be called from any thread. AudioNode* node() const { return m_node; } AudioContext* context() { return m_node->context(); } // 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(); // This copies m_outputs to m_renderingOutputs. Please see comments for these lists below. // 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 updateRenderingState(); // Rendering code accesses its version of the current connections here. unsigned numberOfRenderingConnections() const { return m_renderingOutputs.size(); } AudioNodeOutput* renderingOutput(unsigned i) { return m_renderingOutputs[i]; } const AudioNodeOutput* renderingOutput(unsigned i) const { return m_renderingOutputs[i]; } bool isConnected() const { return numberOfRenderingConnections() > 0; } // The number of channels of the connection with the largest number of channels. unsigned numberOfChannels() const; private: AudioNode* m_node; // m_outputs contains the AudioNodeOutputs representing current connections which are not disabled. // The rendering code should never use this directly, but instead uses m_renderingOutputs. HashSet<AudioNodeOutput*> m_outputs; // numberOfConnections() should never be called from the audio rendering thread. // Instead numberOfRenderingConnections() and renderingOutput() should be used. unsigned numberOfConnections() const { return m_outputs.size(); } // This must be called whenever we modify m_outputs. void changedOutputs(); // m_renderingOutputs is a copy of m_outputs which will never be modified during the graph rendering on the audio thread. // This is the list which is used by the rendering code. // Whenever m_outputs is modified, the context is told so it can later update m_renderingOutputs from m_outputs at a safe time. // Most of the time, m_renderingOutputs is identical to m_outputs. Vector<AudioNodeOutput*> m_renderingOutputs; // m_renderingStateNeedUpdating keeps track if m_outputs is modified. bool m_renderingStateNeedUpdating; // The number of channels of the rendering connection with the largest number of channels. unsigned numberOfRenderingChannels(); // 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. HashSet<AudioNodeOutput*> m_disabledOutputs; // Called from context's audio thread. AudioBus* internalSummingBus(); void sumAllConnections(AudioBus* summingBus, size_t framesToProcess); OwnPtr<AudioBus> m_monoSummingBus; OwnPtr<AudioBus> m_stereoSummingBus; }; } // namespace WebCore #endif // AudioNodeInput_h