/* * 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 "config.h" #if ENABLE(WEB_AUDIO) #include "AudioDestinationNode.h" #include "AudioContext.h" #include "AudioNodeInput.h" #include "AudioNodeOutput.h" #include "AudioUtilities.h" #include "DenormalDisabler.h" namespace WebCore { AudioDestinationNode::AudioDestinationNode(AudioContext& context, float sampleRate) : AudioNode(context, sampleRate) , m_currentSampleFrame(0) , m_isSilent(true) , m_isEffectivelyPlayingAudio(false) , m_muted(false) { addInput(std::make_unique(this)); setNodeType(NodeTypeDestination); } AudioDestinationNode::~AudioDestinationNode() { uninitialize(); } void AudioDestinationNode::render(AudioBus*, AudioBus* destinationBus, size_t numberOfFrames) { // We don't want denormals slowing down any of the audio processing // since they can very seriously hurt performance. // This will take care of all AudioNodes because they all process within this scope. DenormalDisabler denormalDisabler; context().setAudioThread(currentThread()); if (!context().isInitialized()) { destinationBus->zero(); setIsSilent(true); return; } ASSERT(numberOfFrames); if (!numberOfFrames) { destinationBus->zero(); setIsSilent(true); return; } // Let the context take care of any business at the start of each render quantum. context().handlePreRenderTasks(); // This will cause the node(s) connected to us to process, which in turn will pull on their input(s), // all the way backwards through the rendering graph. AudioBus* renderedBus = input(0)->pull(destinationBus, numberOfFrames); if (!renderedBus) destinationBus->zero(); else if (renderedBus != destinationBus) { // in-place processing was not possible - so copy destinationBus->copyFrom(*renderedBus); } // Process nodes which need a little extra help because they are not connected to anything, but still need to process. context().processAutomaticPullNodes(numberOfFrames); // Let the context take care of any business at the end of each render quantum. context().handlePostRenderTasks(); // Advance current sample-frame. m_currentSampleFrame += numberOfFrames; setIsSilent(destinationBus->isSilent()); // The reason we are handling mute after the call to setIsSilent() is because the muted state does // not affect the audio destination node's effective playing state. if (m_muted) destinationBus->zero(); } void AudioDestinationNode::isPlayingDidChange() { updateIsEffectivelyPlayingAudio(); } void AudioDestinationNode::setIsSilent(bool isSilent) { if (m_isSilent == isSilent) return; m_isSilent = isSilent; updateIsEffectivelyPlayingAudio(); } void AudioDestinationNode::updateIsEffectivelyPlayingAudio() { bool isEffectivelyPlayingAudio = isPlaying() && !m_isSilent; if (m_isEffectivelyPlayingAudio == isEffectivelyPlayingAudio) return; m_isEffectivelyPlayingAudio = isEffectivelyPlayingAudio; context().isPlayingAudioDidChange(); } } // namespace WebCore #endif // ENABLE(WEB_AUDIO)