| /* |
| * 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 <memory> |
| #include "third_party/blink/renderer/modules/webaudio/audio_basic_processor_handler.h" |
| #include "third_party/blink/renderer/modules/webaudio/audio_node_input.h" |
| #include "third_party/blink/renderer/modules/webaudio/audio_node_output.h" |
| #include "third_party/blink/renderer/platform/audio/audio_bus.h" |
| #include "third_party/blink/renderer/platform/audio/audio_processor.h" |
| |
| namespace blink { |
| |
| AudioBasicProcessorHandler::AudioBasicProcessorHandler( |
| NodeType node_type, |
| AudioNode& node, |
| float sample_rate, |
| std::unique_ptr<AudioProcessor> processor) |
| : AudioHandler(node_type, node, sample_rate), |
| processor_(std::move(processor)) { |
| AddInput(); |
| AddOutput(1); |
| } |
| |
| AudioBasicProcessorHandler::~AudioBasicProcessorHandler() { |
| // Safe to call the uninitialize() because it's final. |
| Uninitialize(); |
| } |
| |
| void AudioBasicProcessorHandler::Initialize() { |
| if (IsInitialized()) |
| return; |
| |
| DCHECK(Processor()); |
| Processor()->Initialize(); |
| |
| AudioHandler::Initialize(); |
| } |
| |
| void AudioBasicProcessorHandler::Uninitialize() { |
| if (!IsInitialized()) |
| return; |
| |
| DCHECK(Processor()); |
| Processor()->Uninitialize(); |
| |
| AudioHandler::Uninitialize(); |
| } |
| |
| void AudioBasicProcessorHandler::Process(uint32_t frames_to_process) { |
| AudioBus* destination_bus = Output(0).Bus(); |
| |
| if (!IsInitialized() || !Processor() || |
| Processor()->NumberOfChannels() != NumberOfChannels()) { |
| destination_bus->Zero(); |
| } else { |
| scoped_refptr<AudioBus> source_bus = 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()) |
| source_bus->Zero(); |
| |
| Processor()->Process(source_bus.get(), destination_bus, frames_to_process); |
| } |
| } |
| |
| void AudioBasicProcessorHandler::ProcessOnlyAudioParams( |
| uint32_t frames_to_process) { |
| if (!IsInitialized() || !Processor()) |
| return; |
| |
| Processor()->ProcessOnlyAudioParams(frames_to_process); |
| } |
| |
| // Nice optimization in the very common case allowing for "in-place" processing |
| void AudioBasicProcessorHandler::PullInputs(uint32_t frames_to_process) { |
| // 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(), frames_to_process); |
| } |
| |
| // 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) { |
| DCHECK(Context()->IsAudioThread()); |
| Context()->AssertGraphOwner(); |
| |
| DCHECK_EQ(input, &this->Input(0)); |
| DCHECK(Processor()); |
| |
| unsigned number_of_channels = input->NumberOfChannels(); |
| |
| if (IsInitialized() && number_of_channels != 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(number_of_channels); |
| |
| // Re-initialize the processor with the new channel count. |
| Processor()->SetNumberOfChannels(number_of_channels); |
| Initialize(); |
| } |
| |
| AudioHandler::CheckNumberOfChannelsForInput(input); |
| } |
| |
| unsigned AudioBasicProcessorHandler::NumberOfChannels() { |
| return Output(0).NumberOfChannels(); |
| } |
| |
| bool AudioBasicProcessorHandler::RequiresTailProcessing() const { |
| return processor_->RequiresTailProcessing(); |
| } |
| |
| double AudioBasicProcessorHandler::TailTime() const { |
| return processor_->TailTime(); |
| } |
| |
| double AudioBasicProcessorHandler::LatencyTime() const { |
| return processor_->LatencyTime(); |
| } |
| |
| bool AudioBasicProcessorHandler::HasNonFiniteOutput() const { |
| AudioBus* output_bus = Output(0).Bus(); |
| |
| for (wtf_size_t k = 0; k < output_bus->NumberOfChannels(); ++k) { |
| AudioChannel* channel = output_bus->Channel(k); |
| if (channel->length() > 0 && !std::isfinite(channel->Data()[0])) { |
| return true; |
| } |
| } |
| |
| return false; |
| } |
| |
| } // namespace blink |