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/*
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* Copyright (C) 2020, Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
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* notice, this list of conditions and the following disclaimer.
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* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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#pragma once
#include "AudioBufferSourceOptions.h"
#include "AudioScheduledSourceNode.h"
#include <wtf/Lock.h>
#include <wtf/UniqueArray.h>
namespace WebCore {
class AudioBuffer;
struct AudioBufferSourceOptions;
// AudioBufferSourceNode is an AudioNode representing an audio source from an in-memory audio asset represented by an AudioBuffer.
// It generally will be used for short sounds which require a high degree of scheduling flexibility (can playback in rhythmically perfect ways).
class AudioBufferSourceNode final : public AudioScheduledSourceNode {
WTF_MAKE_ISO_ALLOCATED(AudioBufferSourceNode);
public:
static ExceptionOr<Ref<AudioBufferSourceNode>> create(BaseAudioContext&, AudioBufferSourceOptions&& = { });
virtual ~AudioBufferSourceNode();
// AudioNode
void process(size_t framesToProcess) final;
// setBufferForBindings() is called on the main thread. This is the buffer we use for playback.
ExceptionOr<void> setBufferForBindings(RefPtr<AudioBuffer>&&);
AudioBuffer* buffer() WTF_REQUIRES_LOCK(m_processLock) { return m_buffer.get(); }
Lock& processLock() WTF_RETURNS_LOCK(m_processLock) { return m_processLock; }
// This function does not lock before accessing the buffer and should therefore only be called on the main thread.
AudioBuffer* bufferForBindings() WTF_IGNORES_THREAD_SAFETY_ANALYSIS { ASSERT(isMainThread()); return m_buffer.get(); }
// numberOfChannels() returns the number of output channels. This value equals the number of channels from the buffer.
// If a new buffer is set with a different number of channels, then this value will dynamically change.
unsigned numberOfChannels();
// Play-state
ExceptionOr<void> startLater(double when, double grainOffset, std::optional<double> grainDuration);
// This function doesn't grab the lock before accessing m_isLooping and is thus only safe to call on the main thread.
bool loopForBindings() const WTF_IGNORES_THREAD_SAFETY_ANALYSIS { ASSERT(isMainThread()); return m_isLooping; }
void setLoopForBindings(bool);
// Loop times in seconds.
double loopStartForBindings() const WTF_IGNORES_THREAD_SAFETY_ANALYSIS { ASSERT(isMainThread()); return m_loopStart; } // This function doesn't grab the lock and is thus only safe to call on the main thread.
double loopEndForBindings() const WTF_IGNORES_THREAD_SAFETY_ANALYSIS { ASSERT(isMainThread()); return m_loopEnd; } // This function doesn't grab the lock and is thus only safe to call on the main thread.
void setLoopStartForBindings(double);
void setLoopEndForBindings(double);
AudioParam& detune() { return m_detune.get(); }
AudioParam& playbackRate() { return m_playbackRate.get(); }
// If we are no longer playing, propogate silence ahead to downstream nodes.
bool propagatesSilence() const final;
const char* activeDOMObjectName() const override { return "AudioBufferSourceNode"; }
private:
AudioBufferSourceNode(BaseAudioContext&);
double tailTime() const final { return 0; }
double latencyTime() const final { return 0; }
ExceptionOr<void> startPlaying(double when, double grainOffset, std::optional<double> grainDuration);
void adjustGrainParameters() WTF_REQUIRES_LOCK(m_processLock);
// Returns true on success.
bool renderFromBuffer(AudioBus*, unsigned destinationFrameOffset, size_t numberOfFrames, double startFrameOffset) WTF_REQUIRES_LOCK(m_processLock);
// Render silence starting from "index" frame in AudioBus.
inline bool renderSilenceAndFinishIfNotLooping(AudioBus*, unsigned index, size_t framesToProcess) WTF_REQUIRES_LOCK(m_processLock);
// m_buffer holds the sample data which this node outputs.
RefPtr<AudioBuffer> m_buffer WTF_GUARDED_BY_LOCK(m_processLock); // Only modified on the main thread but used on the audio thread.
// Pointers for the buffer and destination.
UniqueArray<const float*> m_sourceChannels;
UniqueArray<float*> m_destinationChannels;
Ref<AudioParam> m_detune;
Ref<AudioParam> m_playbackRate;
// If m_isLooping is false, then this node will be done playing and become inactive after it reaches the end of the sample data in the buffer.
// If true, it will wrap around to the start of the buffer each time it reaches the end.
bool m_isLooping WTF_GUARDED_BY_LOCK(m_processLock) { false }; // Only modified on the main thread but queried on the audio thread.
bool m_wasBufferSet { false };
double m_loopStart WTF_GUARDED_BY_LOCK(m_processLock) { 0 }; // Only modified on the main thread but queried on the audio thread.
double m_loopEnd WTF_GUARDED_BY_LOCK(m_processLock) { 0 }; // Only modified on the main thread but queried on the audio thread.
// m_virtualReadIndex is a sample-frame index into our buffer representing the current playback position.
// Since it's floating-point, it has sub-sample accuracy.
double m_virtualReadIndex { 0 };
// Granular playback
bool m_isGrain WTF_GUARDED_BY_LOCK(m_processLock) { false };
double m_grainOffset WTF_GUARDED_BY_LOCK(m_processLock) { 0 }; // in seconds
double m_grainDuration WTF_GUARDED_BY_LOCK(m_processLock); // in seconds
double m_wasGrainDurationGiven WTF_GUARDED_BY_LOCK(m_processLock) { false };
// totalPitchRate() returns the instantaneous pitch rate (non-time preserving).
// It incorporates the base pitch rate, any sample-rate conversion factor from the buffer.
double totalPitchRate() WTF_REQUIRES_LOCK(m_processLock);
// This synchronizes process() with setBuffer() which can cause dynamic channel count changes.
mutable Lock m_processLock;
};
} // namespace WebCore