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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 <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