summaryrefslogtreecommitdiff
path: root/chromium/third_party/WebKit/Source/modules/webaudio/AudioContext.h
blob: a6ece93825d082bd93ff8ea07c1c061a68d19733 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
/*
 * 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 AudioContext_h
#define AudioContext_h

#include "bindings/v8/ScriptWrappable.h"
#include "core/dom/ActiveDOMObject.h"
#include "core/events/EventListener.h"
#include "core/events/EventTarget.h"
#include "platform/audio/AudioBus.h"
#include "platform/audio/HRTFDatabaseLoader.h"
#include "modules/webaudio/AsyncAudioDecoder.h"
#include "modules/webaudio/AudioDestinationNode.h"
#include "wtf/HashSet.h"
#include "wtf/MainThread.h"
#include "wtf/OwnPtr.h"
#include "wtf/PassRefPtr.h"
#include "wtf/RefCounted.h"
#include "wtf/RefPtr.h"
#include "wtf/ThreadSafeRefCounted.h"
#include "wtf/Threading.h"
#include "wtf/Vector.h"
#include "wtf/text/AtomicStringHash.h"

namespace WebCore {

class AnalyserNode;
class AudioBuffer;
class AudioBufferCallback;
class AudioBufferSourceNode;
class AudioListener;
class AudioSummingJunction;
class BiquadFilterNode;
class ChannelMergerNode;
class ChannelSplitterNode;
class ConvolverNode;
class DelayNode;
class Document;
class DynamicsCompressorNode;
class ExceptionState;
class GainNode;
class HTMLMediaElement;
class MediaElementAudioSourceNode;
class MediaStreamAudioDestinationNode;
class MediaStreamAudioSourceNode;
class OscillatorNode;
class PannerNode;
class PeriodicWave;
class ScriptProcessorNode;
class WaveShaperNode;

// AudioContext is the cornerstone of the web audio API and all AudioNodes are created from it.
// For thread safety between the audio thread and the main thread, it has a rendering graph locking mechanism.

class AudioContext : public ActiveDOMObject, public ScriptWrappable, public ThreadSafeRefCounted<AudioContext>, public EventTargetWithInlineData {
    DEFINE_EVENT_TARGET_REFCOUNTING(ThreadSafeRefCounted<AudioContext>);
public:
    // Create an AudioContext for rendering to the audio hardware.
    static PassRefPtr<AudioContext> create(Document&, ExceptionState&);

    // Deprecated: create an AudioContext for offline (non-realtime) rendering.
    static PassRefPtr<AudioContext> create(Document&, unsigned numberOfChannels, size_t numberOfFrames, float sampleRate, ExceptionState&);

    virtual ~AudioContext();

    bool isInitialized() const;

    bool isOfflineContext() { return m_isOfflineContext; }

    // Returns true when initialize() was called AND all asynchronous initialization has completed.
    bool isRunnable() const;

    HRTFDatabaseLoader* hrtfDatabaseLoader() const { return m_hrtfDatabaseLoader.get(); }

    // Document notification
    virtual void stop();

    Document* document() const; // ASSERTs if document no longer exists.
    bool hasDocument();

    AudioDestinationNode* destination() { return m_destinationNode.get(); }
    size_t currentSampleFrame() const { return m_destinationNode->currentSampleFrame(); }
    double currentTime() const { return m_destinationNode->currentTime(); }
    float sampleRate() const { return m_destinationNode->sampleRate(); }
    unsigned long activeSourceCount() const { return static_cast<unsigned long>(m_activeSourceCount); }

    void incrementActiveSourceCount();
    void decrementActiveSourceCount();

    PassRefPtr<AudioBuffer> createBuffer(unsigned numberOfChannels, size_t numberOfFrames, float sampleRate, ExceptionState&);
    PassRefPtr<AudioBuffer> createBuffer(ArrayBuffer*, bool mixToMono, ExceptionState&);

    // Asynchronous audio file data decoding.
    void decodeAudioData(ArrayBuffer*, PassOwnPtr<AudioBufferCallback>, PassOwnPtr<AudioBufferCallback>, ExceptionState&);

    AudioListener* listener() { return m_listener.get(); }

    // The AudioNode create methods are called on the main thread (from JavaScript).
    PassRefPtr<AudioBufferSourceNode> createBufferSource();
    PassRefPtr<MediaElementAudioSourceNode> createMediaElementSource(HTMLMediaElement*, ExceptionState&);
    PassRefPtr<MediaStreamAudioSourceNode> createMediaStreamSource(MediaStream*, ExceptionState&);
    PassRefPtr<MediaStreamAudioDestinationNode> createMediaStreamDestination();
    PassRefPtr<GainNode> createGain();
    PassRefPtr<BiquadFilterNode> createBiquadFilter();
    PassRefPtr<WaveShaperNode> createWaveShaper();
    PassRefPtr<DelayNode> createDelay(ExceptionState&);
    PassRefPtr<DelayNode> createDelay(double maxDelayTime, ExceptionState&);
    PassRefPtr<PannerNode> createPanner();
    PassRefPtr<ConvolverNode> createConvolver();
    PassRefPtr<DynamicsCompressorNode> createDynamicsCompressor();
    PassRefPtr<AnalyserNode> createAnalyser();
    PassRefPtr<ScriptProcessorNode> createScriptProcessor(ExceptionState&);
    PassRefPtr<ScriptProcessorNode> createScriptProcessor(size_t bufferSize, ExceptionState&);
    PassRefPtr<ScriptProcessorNode> createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, ExceptionState&);
    PassRefPtr<ScriptProcessorNode> createScriptProcessor(size_t bufferSize, size_t numberOfInputChannels, size_t numberOfOutputChannels, ExceptionState&);
    PassRefPtr<ChannelSplitterNode> createChannelSplitter(ExceptionState&);
    PassRefPtr<ChannelSplitterNode> createChannelSplitter(size_t numberOfOutputs, ExceptionState&);
    PassRefPtr<ChannelMergerNode> createChannelMerger(ExceptionState&);
    PassRefPtr<ChannelMergerNode> createChannelMerger(size_t numberOfInputs, ExceptionState&);
    PassRefPtr<OscillatorNode> createOscillator();
    PassRefPtr<PeriodicWave> createPeriodicWave(Float32Array* real, Float32Array* imag, ExceptionState&);

    // When a source node has no more processing to do (has finished playing), then it tells the context to dereference it.
    void notifyNodeFinishedProcessing(AudioNode*);

    // Called at the start of each render quantum.
    void handlePreRenderTasks();

    // Called at the end of each render quantum.
    void handlePostRenderTasks();

    // Called periodically at the end of each render quantum to dereference finished source nodes.
    void derefFinishedSourceNodes();

    // We schedule deletion of all marked nodes at the end of each realtime render quantum.
    void markForDeletion(AudioNode*);
    void deleteMarkedNodes();

    // AudioContext can pull node(s) at the end of each render quantum even when they are not connected to any downstream nodes.
    // These two methods are called by the nodes who want to add/remove themselves into/from the automatic pull lists.
    void addAutomaticPullNode(AudioNode*);
    void removeAutomaticPullNode(AudioNode*);

    // Called right before handlePostRenderTasks() to handle nodes which need to be pulled even when they are not connected to anything.
    void processAutomaticPullNodes(size_t framesToProcess);

    // Keeps track of the number of connections made.
    void incrementConnectionCount()
    {
        ASSERT(isMainThread());
        m_connectionCount++;
    }

    unsigned connectionCount() const { return m_connectionCount; }

    //
    // Thread Safety and Graph Locking:
    //

    void setAudioThread(ThreadIdentifier thread) { m_audioThread = thread; } // FIXME: check either not initialized or the same
    ThreadIdentifier audioThread() const { return m_audioThread; }
    bool isAudioThread() const;

    // Returns true only after the audio thread has been started and then shutdown.
    bool isAudioThreadFinished() { return m_isAudioThreadFinished; }

    // mustReleaseLock is set to true if we acquired the lock in this method call and caller must unlock(), false if it was previously acquired.
    void lock(bool& mustReleaseLock);

    // Returns true if we own the lock.
    // mustReleaseLock is set to true if we acquired the lock in this method call and caller must unlock(), false if it was previously acquired.
    bool tryLock(bool& mustReleaseLock);

    void unlock();

    // Returns true if this thread owns the context's lock.
    bool isGraphOwner() const;

    // Returns the maximum numuber of channels we can support.
    static unsigned maxNumberOfChannels() { return MaxNumberOfChannels;}

    class AutoLocker {
    public:
        AutoLocker(AudioContext* context)
            : m_context(context)
        {
            ASSERT(context);
            context->lock(m_mustReleaseLock);
        }

        ~AutoLocker()
        {
            if (m_mustReleaseLock)
                m_context->unlock();
        }
    private:
        AudioContext* m_context;
        bool m_mustReleaseLock;
    };

    // In AudioNode::deref() a tryLock() is used for calling finishDeref(), but if it fails keep track here.
    void addDeferredFinishDeref(AudioNode*);

    // In the audio thread at the start of each render cycle, we'll call handleDeferredFinishDerefs().
    void handleDeferredFinishDerefs();

    // Only accessed when the graph lock is held.
    void markSummingJunctionDirty(AudioSummingJunction*);
    void markAudioNodeOutputDirty(AudioNodeOutput*);

    // Must be called on main thread.
    void removeMarkedSummingJunction(AudioSummingJunction*);

    // EventTarget
    virtual const AtomicString& interfaceName() const OVERRIDE;
    virtual ExecutionContext* executionContext() const OVERRIDE;

    DEFINE_ATTRIBUTE_EVENT_LISTENER(complete);

    void startRendering();
    void fireCompletionEvent();

    static unsigned s_hardwareContextCount;

protected:
    explicit AudioContext(Document*);
    AudioContext(Document*, unsigned numberOfChannels, size_t numberOfFrames, float sampleRate);

    static bool isSampleRateRangeGood(float sampleRate);

private:
    void constructCommon();

    void lazyInitialize();
    void uninitialize();

    // ExecutionContext calls stop twice.
    // We'd like to schedule only one stop action for them.
    bool m_isStopScheduled;
    static void stopDispatch(void* userData);
    void clear();

    void scheduleNodeDeletion();
    static void deleteMarkedNodesDispatch(void* userData);

    bool m_isInitialized;
    bool m_isAudioThreadFinished;

    // The context itself keeps a reference to all source nodes.  The source nodes, then reference all nodes they're connected to.
    // In turn, these nodes reference all nodes they're connected to.  All nodes are ultimately connected to the AudioDestinationNode.
    // When the context dereferences a source node, it will be deactivated from the rendering graph along with all other nodes it is
    // uniquely connected to.  See the AudioNode::ref() and AudioNode::deref() methods for more details.
    void refNode(AudioNode*);
    void derefNode(AudioNode*);

    // When the context goes away, there might still be some sources which haven't finished playing.
    // Make sure to dereference them here.
    void derefUnfinishedSourceNodes();

    RefPtr<AudioDestinationNode> m_destinationNode;
    RefPtr<AudioListener> m_listener;

    // Only accessed in the audio thread.
    Vector<AudioNode*> m_finishedNodes;

    // We don't use RefPtr<AudioNode> here because AudioNode has a more complex ref() / deref() implementation
    // with an optional argument for refType.  We need to use the special refType: RefTypeConnection
    // Either accessed when the graph lock is held, or on the main thread when the audio thread has finished.
    Vector<AudioNode*> m_referencedNodes;

    // Accumulate nodes which need to be deleted here.
    // This is copied to m_nodesToDelete at the end of a render cycle in handlePostRenderTasks(), where we're assured of a stable graph
    // state which will have no references to any of the nodes in m_nodesToDelete once the context lock is released
    // (when handlePostRenderTasks() has completed).
    Vector<AudioNode*> m_nodesMarkedForDeletion;

    // They will be scheduled for deletion (on the main thread) at the end of a render cycle (in realtime thread).
    Vector<AudioNode*> m_nodesToDelete;
    bool m_isDeletionScheduled;

    // Only accessed when the graph lock is held.
    HashSet<AudioSummingJunction*> m_dirtySummingJunctions;
    HashSet<AudioNodeOutput*> m_dirtyAudioNodeOutputs;
    void handleDirtyAudioSummingJunctions();
    void handleDirtyAudioNodeOutputs();

    // For the sake of thread safety, we maintain a seperate Vector of automatic pull nodes for rendering in m_renderingAutomaticPullNodes.
    // It will be copied from m_automaticPullNodes by updateAutomaticPullNodes() at the very start or end of the rendering quantum.
    HashSet<AudioNode*> m_automaticPullNodes;
    Vector<AudioNode*> m_renderingAutomaticPullNodes;
    // m_automaticPullNodesNeedUpdating keeps track if m_automaticPullNodes is modified.
    bool m_automaticPullNodesNeedUpdating;
    void updateAutomaticPullNodes();

    unsigned m_connectionCount;

    // Graph locking.
    Mutex m_contextGraphMutex;
    volatile ThreadIdentifier m_audioThread;
    volatile ThreadIdentifier m_graphOwnerThread; // if the lock is held then this is the thread which owns it, otherwise == UndefinedThreadIdentifier

    // Only accessed in the audio thread.
    Vector<AudioNode*> m_deferredFinishDerefList;

    // HRTF Database loader
    RefPtr<HRTFDatabaseLoader> m_hrtfDatabaseLoader;

    RefPtr<AudioBuffer> m_renderTarget;

    bool m_isOfflineContext;

    AsyncAudioDecoder m_audioDecoder;

    // This is considering 32 is large enough for multiple channels audio.
    // It is somewhat arbitrary and could be increased if necessary.
    enum { MaxNumberOfChannels = 32 };

    // Number of AudioBufferSourceNodes that are active (playing).
    int m_activeSourceCount;
};

} // WebCore

#endif // AudioContext_h