void AudioDestinationHandler::render(AudioBus* sourceBus, 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;

    // Need to check if the context actually alive. Otherwise the subsequent
    // steps will fail. If the context is not alive somehow, return immediately
    // and do nothing.
    //
    // TODO(hongchan): because the context can go away while rendering, so this
    // check cannot guarantee the safe execution of the following steps.
    ASSERT(context());
    if (!context())
        return;

    context()->deferredTaskHandler().setAudioThreadToCurrentThread();

    // If the destination node is not initialized, pass the silence to the final
    // audio destination (one step before the FIFO). This check is for the case
    // where the destination is in the middle of tearing down process.
    if (!isInitialized()) {
        destinationBus->zero();
        return;
    }

    // Let the context take care of any business at the start of each render quantum.
    context()->handlePreRenderTasks();

    // Prepare the local audio input provider for this render quantum.
    if (sourceBus)
        m_localAudioInputProvider.set(sourceBus);

    ASSERT(numberOfInputs() >= 1);
    if (numberOfInputs() < 1) {
        destinationBus->zero();
        return;
    }
    // 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()->deferredTaskHandler().processAutomaticPullNodes(numberOfFrames);

    // Let the context take care of any business at the end of each render quantum.
    context()->handlePostRenderTasks();

    // Advance current sample-frame.
    size_t newSampleFrame = m_currentSampleFrame + numberOfFrames;
    releaseStore(&m_currentSampleFrame, newSampleFrame);
}
bool OfflineAudioDestinationHandler::renderIfNotSuspended(AudioBus* sourceBus, 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()->deferredTaskHandler().setAudioThread(currentThread());

    if (!context()->isDestinationInitialized()) {
        destinationBus->zero();
        return false;
    }

    // Take care pre-render tasks at the beginning of each render quantum. Then
    // it will stop the rendering loop if the context needs to be suspended
    // at the beginning of the next render quantum.
    if (context()->handlePreOfflineRenderTasks()) {
        suspendOfflineRendering();
        return true;
    }

    // Prepare the local audio input provider for this render quantum.
    if (sourceBus)
        m_localAudioInputProvider.set(sourceBus);

    ASSERT(numberOfInputs() >= 1);
    if (numberOfInputs() < 1) {
        destinationBus->zero();
        return false;
    }
    // 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()->deferredTaskHandler().processAutomaticPullNodes(numberOfFrames);

    // Let the context take care of any business at the end of each render quantum.
    context()->handlePostOfflineRenderTasks();

    // Advance current sample-frame.
    size_t newSampleFrame = m_currentSampleFrame + numberOfFrames;
    releaseStore(&m_currentSampleFrame, newSampleFrame);

    return false;
}
예제 #3
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void ChannelMergerHandler::process(size_t framesToProcess) {
  AudioNodeOutput& output = this->output(0);
  DCHECK_EQ(framesToProcess, output.bus()->length());

  unsigned numberOfOutputChannels = output.numberOfChannels();
  DCHECK_EQ(numberOfInputs(), numberOfOutputChannels);

  // Merge multiple inputs into one output.
  for (unsigned i = 0; i < numberOfOutputChannels; ++i) {
    AudioNodeInput& input = this->input(i);
    DCHECK_EQ(input.numberOfChannels(), 1u);
    AudioChannel* outputChannel = output.bus()->channel(i);
    if (input.isConnected()) {
      // The mixing rules will be applied so multiple channels are down-
      // mixed to mono (when the mixing rule is defined). Note that only
      // the first channel will be taken for the undefined input channel
      // layout.
      //
      // See:
      // http://webaudio.github.io/web-audio-api/#channel-up-mixing-and-down-mixing
      AudioChannel* inputChannel = input.bus()->channel(0);
      outputChannel->copyFrom(inputChannel);

    } else {
      // If input is unconnected, fill zeros in the channel.
      outputChannel->zero();
    }
  }
}
예제 #4
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void ChannelMergerNode::process(size_t framesToProcess)
{
    AudioNodeOutput* output = this->output(0);
    ASSERT(output);
    ASSERT_UNUSED(framesToProcess, framesToProcess == output->bus()->length());

    // Output bus not updated yet, so just output silence.
    if (m_desiredNumberOfOutputChannels != output->numberOfChannels()) {
        output->bus()->zero();
        return;
    }
    
    // Merge all the channels from all the inputs into one output.
    unsigned outputChannelIndex = 0;
    for (unsigned i = 0; i < numberOfInputs(); ++i) {
        AudioNodeInput* input = this->input(i);
        if (input->isConnected()) {
            unsigned numberOfInputChannels = input->bus()->numberOfChannels();
            
            // Merge channels from this particular input.
            for (unsigned j = 0; j < numberOfInputChannels; ++j) {
                AudioChannel* inputChannel = input->bus()->channel(j);
                AudioChannel* outputChannel = output->bus()->channel(outputChannelIndex);
                outputChannel->copyFrom(inputChannel);
                
                ++outputChannelIndex;
            }
        }
    }
    
    ASSERT(outputChannelIndex == output->numberOfChannels());
}
예제 #5
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// Any time a connection or disconnection happens on any of our inputs, we potentially need to change the
// number of channels of our output.
void ChannelMergerNode::checkNumberOfChannelsForInput(AudioNodeInput* input)
{
    ASSERT(context()->isAudioThread() && context()->isGraphOwner());

    // Count how many channels we have all together from all of the inputs.
    unsigned numberOfOutputChannels = 0;
    for (unsigned i = 0; i < numberOfInputs(); ++i) {
        AudioNodeInput* input = this->input(i);
        if (input->isConnected())
            numberOfOutputChannels += input->numberOfChannels();
    }

    // If the actual number of channels exceeds the max allowed, just drop the excess.
    numberOfOutputChannels = std::min(numberOfOutputChannels, AudioContext::maxNumberOfChannels());

    // Set the correct number of channels on the output
    AudioNodeOutput* output = this->output(0);
    ASSERT(output);
    output->setNumberOfChannels(numberOfOutputChannels);
    // There can in rare cases be a slight delay before the output bus is updated to the new number of
    // channels because of tryLocks() in the context's updating system. So record the new number of
    // output channels here.
    m_desiredNumberOfOutputChannels = numberOfOutputChannels;

    AudioNode::checkNumberOfChannelsForInput(input);
}
예제 #6
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// Any time a connection or disconnection happens on any of our inputs, we potentially need to change the
// number of channels of our output.
void ChannelMergerNode::checkNumberOfChannelsForInput(ContextRenderLock& r, AudioNodeInput* input)
{
    // Count how many channels we have all together from all of the inputs.
    uint32_t numberOfOutputChannels = 0;
    
    for (uint32_t i = 0; i < numberOfInputs(); ++i)
    {
        auto input = this->input(i);
        
        if (input->isConnected())
        {
           numberOfOutputChannels += input->bus(r)->numberOfChannels();
        }
    }

    // Set the correct number of channels on the output
    auto output = this->output(0);
    output->setNumberOfChannels(r, numberOfOutputChannels);
    
    // Note * There can in rare cases be a slight delay before the output bus is updated to the new number of
    // channels because of tryLocks() in the context's updating system. So record the new number of
    // output channels here.
    m_desiredNumberOfOutputChannels = numberOfOutputChannels;

    AudioNode::checkNumberOfChannelsForInput(r, input);
}
예제 #7
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// Any time a connection or disconnection happens on any of our inputs, we potentially need to change the
// number of channels of our output.
void AudioChannelMerger::checkNumberOfChannelsForInput(AudioNodeInput*)
{
    ASSERT(context()->isAudioThread() && context()->isGraphOwner());

    // Count how many channels we have all together from all of the inputs.
    unsigned numberOfOutputChannels = 0;
    for (unsigned i = 0; i < numberOfInputs(); ++i) {
        AudioNodeInput* input = this->input(i);
        if (input->isConnected())
            numberOfOutputChannels += input->bus()->numberOfChannels();
    }

    // Set the correct number of channels on the output
    AudioNodeOutput* output = this->output(0);
    ASSERT(output);
    output->setNumberOfChannels(numberOfOutputChannels);
}
예제 #8
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void ChannelMergerNode::process(size_t framesToProcess)
{
    AudioNodeOutput* output = this->output(0);
    ASSERT(output);
    ASSERT_UNUSED(framesToProcess, framesToProcess == output->bus()->length());

    // Output bus not updated yet, so just output silence.
    if (m_desiredNumberOfOutputChannels != output->numberOfChannels()) {
        output->bus()->zero();
        return;
    }

    // Merge all the channels from all the inputs into one output.
    unsigned outputChannelIndex = 0;
    unsigned maxAllowedOutputChannels = output->numberOfChannels();

    for (unsigned i = 0; i < numberOfInputs(); ++i) {
        AudioNodeInput* input = this->input(i);
        if (input->isConnected()) {
            unsigned numberOfInputChannels = input->bus()->numberOfChannels();

            // Merge channels from this particular input, but be careful not to exceed the number of
            // output channels.  (This can happen if there are many inputs with each input
            // containing many channels.)
            for (unsigned j = 0; j < numberOfInputChannels; ++j) {
                if (outputChannelIndex < maxAllowedOutputChannels) {
                    AudioChannel* inputChannel = input->bus()->channel(j);
                    AudioChannel* outputChannel = output->bus()->channel(outputChannelIndex);
                    outputChannel->copyFrom(inputChannel);

                    ++outputChannelIndex;
                }
            }
        }
        if (outputChannelIndex >= maxAllowedOutputChannels)
            break;
    }

    ASSERT(outputChannelIndex == output->numberOfChannels());
}
예제 #9
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void ChannelMergerNode::process(ContextRenderLock& r, size_t framesToProcess)
{
    auto output = this->output(0);
    ASSERT_UNUSED(framesToProcess, framesToProcess == output->bus(r)->length());

    // Output bus not updated yet, so just output silence. See Note * in checkNumberOfChannelsForInput
    if (m_desiredNumberOfOutputChannels != output->numberOfChannels())
    {
        output->bus(r)->zero();
        return;
    }
    
    // Merge all the channels from all the inputs into one output.
    uint32_t outputChannelIndex = 0;
    for (uint32_t i = 0; i < numberOfInputs(); ++i)
    {
        auto input = this->input(i);
        
        if (input->isConnected())
        {
            uint32_t numberOfInputChannels = input->bus(r)->numberOfChannels();
            
            // Merge channels from this particular input.
            for (uint32_t j = 0; j < numberOfInputChannels; ++j)
            {
                AudioChannel* inputChannel = input->bus(r)->channel(j);
                AudioChannel* outputChannel = output->bus(r)->channel(outputChannelIndex);
                
                outputChannel->copyFrom(inputChannel);
                ++outputChannelIndex;
            }
        }
    }
    
    ASSERT(outputChannelIndex == output->numberOfChannels());
}