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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 "third_party/blink/renderer/modules/webaudio/gain_node.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gain_options.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_utilities.h"
#include "third_party/blink/renderer/platform/instrumentation/tracing/trace_event.h"
namespace blink {
GainHandler::GainHandler(AudioNode& node,
float sample_rate,
AudioParamHandler& gain)
: AudioHandler(kNodeTypeGain, node, sample_rate),
gain_(&gain),
sample_accurate_gain_values_(
audio_utilities::kRenderQuantumFrames) // FIXME: can probably
// share temp buffer
// in context
{
AddInput();
AddOutput(1);
Initialize();
}
scoped_refptr<GainHandler> GainHandler::Create(AudioNode& node,
float sample_rate,
AudioParamHandler& gain) {
return base::AdoptRef(new GainHandler(node, sample_rate, gain));
}
void GainHandler::Process(uint32_t frames_to_process) {
TRACE_EVENT0(TRACE_DISABLED_BY_DEFAULT("webaudio.audionode"),
"GainHandler::Process");
// FIXME: for some cases there is a nice optimization to avoid processing
// here, and let the gain change happen in the summing junction input of the
// AudioNode we're connected to. Then we can avoid all of the following:
AudioBus* output_bus = Output(0).Bus();
DCHECK(output_bus);
if (!IsInitialized() || !Input(0).IsConnected()) {
output_bus->Zero();
} else {
scoped_refptr<AudioBus> input_bus = Input(0).Bus();
bool is_sample_accurate = gain_->HasSampleAccurateValues();
if (is_sample_accurate && gain_->IsAudioRate()) {
// Apply sample-accurate gain scaling for precise envelopes, grain
// windows, etc.
DCHECK_LE(frames_to_process, sample_accurate_gain_values_.size());
float* gain_values = sample_accurate_gain_values_.Data();
gain_->CalculateSampleAccurateValues(gain_values, frames_to_process);
output_bus->CopyWithSampleAccurateGainValuesFrom(*input_bus, gain_values,
frames_to_process);
return;
}
// The gain is not sample-accurate or not a-rate. In this case, we have a
// fixed gain for the render and just need to incorporate any inputs to the
// gain, if any.
float gain = is_sample_accurate ? gain_->FinalValue() : gain_->Value();
if (gain == 0) {
output_bus->Zero();
} else {
output_bus->CopyWithGainFrom(*input_bus, gain);
}
}
}
void GainHandler::ProcessOnlyAudioParams(uint32_t frames_to_process) {
DCHECK(Context()->IsAudioThread());
DCHECK_LE(frames_to_process, audio_utilities::kRenderQuantumFrames);
float values[audio_utilities::kRenderQuantumFrames];
gain_->CalculateSampleAccurateValues(values, frames_to_process);
}
// FIXME: this can go away when we do mixing with gain directly in summing
// junction of AudioNodeInput
//
// 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 GainHandler::CheckNumberOfChannelsForInput(AudioNodeInput* input) {
DCHECK(Context()->IsAudioThread());
Context()->AssertGraphOwner();
DCHECK(input);
DCHECK_EQ(input, &this->Input(0));
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
// downstream in the graph.
Output(0).SetNumberOfChannels(number_of_channels);
Initialize();
}
AudioHandler::CheckNumberOfChannelsForInput(input);
}
// ----------------------------------------------------------------
GainNode::GainNode(BaseAudioContext& context)
: AudioNode(context),
gain_(AudioParam::Create(
context,
Uuid(),
AudioParamHandler::kParamTypeGainGain,
1.0,
AudioParamHandler::AutomationRate::kAudio,
AudioParamHandler::AutomationRateMode::kVariable)) {
SetHandler(
GainHandler::Create(*this, context.sampleRate(), gain_->Handler()));
}
GainNode* GainNode::Create(BaseAudioContext& context,
ExceptionState& exception_state) {
DCHECK(IsMainThread());
return MakeGarbageCollected<GainNode>(context);
}
GainNode* GainNode::Create(BaseAudioContext* context,
const GainOptions* options,
ExceptionState& exception_state) {
GainNode* node = Create(*context, exception_state);
if (!node)
return nullptr;
node->HandleChannelOptions(options, exception_state);
node->gain()->setValue(options->gain());
return node;
}
AudioParam* GainNode::gain() const {
return gain_;
}
void GainNode::Trace(Visitor* visitor) const {
visitor->Trace(gain_);
AudioNode::Trace(visitor);
}
void GainNode::ReportDidCreate() {
GraphTracer().DidCreateAudioNode(this);
GraphTracer().DidCreateAudioParam(gain_);
}
void GainNode::ReportWillBeDestroyed() {
GraphTracer().WillDestroyAudioParam(gain_);
GraphTracer().WillDestroyAudioNode(this);
}
} // namespace blink