/* * 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 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 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 "config.h" #if ENABLE(WEB_AUDIO) #include "AudioParam.h" #include "AudioNode.h" #include "AudioNodeOutput.h" #include "AudioUtilities.h" #include "FloatConversion.h" #include namespace WebCore { const double AudioParam::DefaultSmoothingConstant = 0.05; const double AudioParam::SnapThreshold = 0.001; float AudioParam::value() { // Update value for timeline. if (context().isAudioThread()) { bool hasValue; float timelineValue = m_timeline.valueForContextTime(context(), narrowPrecisionToFloat(m_value), hasValue); if (hasValue) m_value = timelineValue; } return narrowPrecisionToFloat(m_value); } void AudioParam::setValue(float value) { // Check against JavaScript giving us bogus floating-point values. // Don't ASSERT, since this can happen if somebody writes bad JS. if (!std::isnan(value) && !std::isinf(value)) m_value = value; } float AudioParam::smoothedValue() { return narrowPrecisionToFloat(m_smoothedValue); } bool AudioParam::smooth() { // If values have been explicitly scheduled on the timeline, then use the exact value. // Smoothing effectively is performed by the timeline. bool useTimelineValue = false; m_value = m_timeline.valueForContextTime(context(), narrowPrecisionToFloat(m_value), useTimelineValue); if (m_smoothedValue == m_value) { // Smoothed value has already approached and snapped to value. return true; } if (useTimelineValue) m_smoothedValue = m_value; else { // Dezipper - exponential approach. m_smoothedValue += (m_value - m_smoothedValue) * m_smoothingConstant; // If we get close enough then snap to actual value. if (fabs(m_smoothedValue - m_value) < SnapThreshold) // FIXME: the threshold needs to be adjustable depending on range - but this is OK general purpose value. m_smoothedValue = m_value; } return false; } float AudioParam::finalValue() { float value; calculateFinalValues(&value, 1, false); return value; } void AudioParam::calculateSampleAccurateValues(float* values, unsigned numberOfValues) { bool isSafe = context().isAudioThread() && values && numberOfValues; ASSERT(isSafe); if (!isSafe) return; calculateFinalValues(values, numberOfValues, true); } void AudioParam::calculateFinalValues(float* values, unsigned numberOfValues, bool sampleAccurate) { bool isGood = context().isAudioThread() && values && numberOfValues; ASSERT(isGood); if (!isGood) return; // The calculated result will be the "intrinsic" value summed with all audio-rate connections. if (sampleAccurate) { // Calculate sample-accurate (a-rate) intrinsic values. calculateTimelineValues(values, numberOfValues); } else { // Calculate control-rate (k-rate) intrinsic value. bool hasValue; float timelineValue = m_timeline.valueForContextTime(context(), narrowPrecisionToFloat(m_value), hasValue); if (hasValue) m_value = timelineValue; values[0] = narrowPrecisionToFloat(m_value); } // Now sum all of the audio-rate connections together (unity-gain summing junction). // Note that connections would normally be mono, but we mix down to mono if necessary. RefPtr summingBus = AudioBus::create(1, numberOfValues, false); summingBus->setChannelMemory(0, values, numberOfValues); for (auto& output : m_renderingOutputs) { ASSERT(output); // Render audio from this output. AudioBus* connectionBus = output->pull(0, AudioNode::ProcessingSizeInFrames); // Sum, with unity-gain. summingBus->sumFrom(*connectionBus); } } void AudioParam::calculateTimelineValues(float* values, unsigned numberOfValues) { // Calculate values for this render quantum. // Normally numberOfValues will equal AudioNode::ProcessingSizeInFrames (the render quantum size). double sampleRate = context().sampleRate(); double startTime = context().currentTime(); double endTime = startTime + numberOfValues / sampleRate; // Note we're running control rate at the sample-rate. // Pass in the current value as default value. m_value = m_timeline.valuesForTimeRange(startTime, endTime, narrowPrecisionToFloat(m_value), values, numberOfValues, sampleRate, sampleRate); } void AudioParam::connect(AudioNodeOutput* output) { ASSERT(context().isGraphOwner()); ASSERT(output); if (!output) return; if (!m_outputs.add(output).isNewEntry) return; output->addParam(this); changedOutputs(); } void AudioParam::disconnect(AudioNodeOutput* output) { ASSERT(context().isGraphOwner()); ASSERT(output); if (!output) return; if (m_outputs.remove(output)) { changedOutputs(); output->removeParam(this); } } } // namespace WebCore #endif // ENABLE(WEB_AUDIO)