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cea007a9a4
The ObtainInputBlock API is also changed to create an input block for one input block at a time. An array of these input blocks is then sent to ProduceAudioBlock for processing, which generates an array of AudioChunks as output. Backwards compatibilty with existing engines is achieved by keeping the existing ProduceAudioBlock API for use with engines with only a maximum of one input and output port.
146 lines
4.2 KiB
C++
146 lines
4.2 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim:set ts=2 sw=2 sts=2 et cindent: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "AudioParam.h"
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#include "nsContentUtils.h"
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#include "nsIDOMWindow.h"
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#include "mozilla/ErrorResult.h"
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#include "mozilla/dom/AudioParamBinding.h"
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#include "AudioNodeEngine.h"
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#include "AudioNodeStream.h"
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namespace mozilla {
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namespace dom {
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NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN(AudioParam)
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tmp->DisconnectFromGraphAndDestroyStream();
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NS_IMPL_CYCLE_COLLECTION_UNLINK(mNode)
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NS_IMPL_CYCLE_COLLECTION_UNLINK_PRESERVED_WRAPPER
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NS_IMPL_CYCLE_COLLECTION_UNLINK_END
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN(AudioParam)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE(mNode)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_SCRIPT_OBJECTS
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
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NS_IMPL_CYCLE_COLLECTION_TRACE_WRAPPERCACHE(AudioParam)
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NS_IMPL_CYCLE_COLLECTING_NATIVE_ADDREF(AudioParam)
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NS_IMETHODIMP_(nsrefcnt)
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AudioParam::Release()
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{
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if (mRefCnt.get() == 1) {
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// We are about to be deleted, disconnect the object from the graph before
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// the derived type is destroyed.
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DisconnectFromGraphAndDestroyStream();
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}
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NS_IMPL_CC_NATIVE_RELEASE_BODY(AudioParam)
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}
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(AudioParam, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(AudioParam, Release)
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AudioParam::AudioParam(AudioNode* aNode,
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AudioParam::CallbackType aCallback,
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float aDefaultValue)
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: AudioParamTimeline(aDefaultValue)
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, mNode(aNode)
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, mCallback(aCallback)
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, mDefaultValue(aDefaultValue)
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{
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SetIsDOMBinding();
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}
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AudioParam::~AudioParam()
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{
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MOZ_ASSERT(mInputNodes.IsEmpty());
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}
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JSObject*
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AudioParam::WrapObject(JSContext* aCx, JS::Handle<JSObject*> aScope)
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{
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return AudioParamBinding::Wrap(aCx, aScope, this);
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}
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void
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AudioParam::DisconnectFromGraphAndDestroyStream()
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{
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// Addref this temporarily so the refcount bumping below doesn't destroy us
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// prematurely
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nsRefPtr<AudioParam> kungFuDeathGrip = this;
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while (!mInputNodes.IsEmpty()) {
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uint32_t i = mInputNodes.Length() - 1;
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nsRefPtr<AudioNode> input = mInputNodes[i].mInputNode;
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mInputNodes.RemoveElementAt(i);
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input->RemoveOutputParam(this);
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}
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if (mNodeStreamPort) {
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mNodeStreamPort->Destroy();
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mNodeStreamPort = nullptr;
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}
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if (mStream) {
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mStream->Destroy();
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mStream = nullptr;
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}
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}
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MediaStream*
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AudioParam::Stream()
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{
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if (mStream) {
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return mStream;
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}
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AudioNodeEngine* engine = new AudioNodeEngine(nullptr);
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nsRefPtr<AudioNodeStream> stream = mNode->Context()->Graph()->CreateAudioNodeStream(engine, MediaStreamGraph::INTERNAL_STREAM);
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// Force the input to have only one channel, and make it down-mix using
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// the speaker rules if needed.
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stream->SetChannelMixingParametersImpl(1, ChannelCountMode::Explicit, ChannelInterpretation::Speakers);
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// Mark as an AudioParam helper stream
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stream->SetAudioParamHelperStream();
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mStream = stream.forget();
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// Setup the AudioParam's stream as an input to the owner AudioNode's stream
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MediaStream* nodeStream = mNode->Stream();
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MOZ_ASSERT(nodeStream->AsProcessedStream());
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ProcessedMediaStream* ps = static_cast<ProcessedMediaStream*>(nodeStream);
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mNodeStreamPort = ps->AllocateInputPort(mStream, MediaInputPort::FLAG_BLOCK_INPUT);
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// Let the MSG's copy of AudioParamTimeline know about the change in the stream
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mCallback(mNode);
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return mStream;
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}
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float
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AudioParamTimeline::AudioNodeInputValue(size_t aCounter) const
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{
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MOZ_ASSERT(mStream);
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// If we have a chunk produced by the AudioNode inputs to the AudioParam,
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// get its value now. We use aCounter to tell us which frame of the last
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// AudioChunk to look at.
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float audioNodeInputValue = 0.0f;
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const AudioChunk& lastAudioNodeChunk =
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static_cast<AudioNodeStream*>(mStream.get())->LastChunks()[0];
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if (!lastAudioNodeChunk.IsNull()) {
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MOZ_ASSERT(lastAudioNodeChunk.GetDuration() == WEBAUDIO_BLOCK_SIZE);
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audioNodeInputValue =
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static_cast<const float*>(lastAudioNodeChunk.mChannelData[0])[aCounter];
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}
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return audioNodeInputValue;
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}
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}
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}
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