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/*
* Copyright (C) 2011, Google Inc. All rights reserved.
* Copyright (C) 2020-2021, Apple 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.
*/
#pragma once
#include "AudioDestinationNode.h"
#include "AudioIOCallback.h"
namespace WebCore {
class AudioContext;
class AudioDestination;
class DefaultAudioDestinationNode final : public AudioDestinationNode, public AudioIOCallback {
WTF_MAKE_ISO_ALLOCATED(DefaultAudioDestinationNode);
public:
explicit DefaultAudioDestinationNode(AudioContext&, std::optional<float> sampleRate = std::nullopt);
~DefaultAudioDestinationNode();
AudioContext& context();
const AudioContext& context() const;
unsigned framesPerBuffer() const;
void startRendering(CompletionHandler<void(std::optional<Exception>&&)>&&) final;
void resume(CompletionHandler<void(std::optional<Exception>&&)>&&);
void suspend(CompletionHandler<void(std::optional<Exception>&&)>&&);
void close(CompletionHandler<void()>&&);
void setMuted(bool muted) { m_muted = muted; }
bool isPlayingAudio() const { return m_isEffectivelyPlayingAudio; }
private:
void createDestination();
void clearDestination();
void recreateDestination();
// AudioIOCallback
// The audio hardware calls render() to get the next render quantum of audio into destinationBus.
// It will optionally give us local/live audio input in sourceBus (if it's not 0).
void render(AudioBus* sourceBus, AudioBus* destinationBus, size_t numberOfFrames, const AudioIOPosition& outputPosition) final;
void isPlayingDidChange() final;
void setIsSilent(bool);
void updateIsEffectivelyPlayingAudio();
Function<void(Function<void()>&&)> dispatchToRenderThreadFunction();
void initialize() final;
void uninitialize() final;
ExceptionOr<void> setChannelCount(unsigned) final;
bool requiresTailProcessing() const final { return false; }
void enableInput(const String& inputDeviceId) final;
void restartRendering() final;
unsigned maxChannelCount() const final;
RefPtr<AudioDestination> m_destination;
String m_inputDeviceId;
unsigned m_numberOfInputChannels { 0 };
bool m_wasDestinationStarted { false };
bool m_isEffectivelyPlayingAudio { false };
bool m_isSilent { true };
bool m_muted { false };
};
} // namespace WebCore