AudioDestinationCocoa.h [plain text]
#pragma once
#if ENABLE(WEB_AUDIO)
#include "AudioDestination.h"
#include "AudioOutputUnitAdaptor.h"
#include <AudioUnit/AudioUnit.h>
#include <wtf/RefPtr.h>
#include <wtf/UniqueRef.h>
namespace WebCore {
class AudioBus;
class MultiChannelResampler;
class PushPullFIFO;
using CreateAudioDestinationCocoaOverride = Ref<AudioDestination>(*)(AudioIOCallback&, float sampleRate);
class AudioDestinationCocoa : public AudioDestination, public AudioUnitRenderer {
public:
WEBCORE_EXPORT AudioDestinationCocoa(AudioIOCallback&, unsigned numberOfOutputChannels, float sampleRate, bool configureAudioOutputUnit = true);
WEBCORE_EXPORT virtual ~AudioDestinationCocoa();
WEBCORE_EXPORT static CreateAudioDestinationCocoaOverride createOverride;
protected:
WEBCORE_EXPORT bool hasEnoughFrames(UInt32 numberOfFrames) const;
WEBCORE_EXPORT OSStatus render(double sampleTime, uint64_t hostTime, UInt32 numberOfFrames, AudioBufferList* ioData) final;
WEBCORE_EXPORT void setIsPlaying(bool);
bool isPlaying() final { return m_isPlaying; }
float sampleRate() const final { return m_contextSampleRate; }
WEBCORE_EXPORT unsigned framesPerBuffer() const final;
WEBCORE_EXPORT unsigned numberOfOutputChannels() const;
WEBCORE_EXPORT void getAudioStreamBasicDescription(AudioStreamBasicDescription&);
private:
friend Ref<AudioDestination> AudioDestination::create(AudioIOCallback&, const String&, unsigned, unsigned, float);
WEBCORE_EXPORT void start(Function<void(Function<void()>&&)>&& dispatchToRenderThread, CompletionHandler<void(bool)>&&) final;
WEBCORE_EXPORT void stop(CompletionHandler<void(bool)>&&) final;
virtual void startRendering(CompletionHandler<void(bool)>&&);
virtual void stopRendering(CompletionHandler<void(bool)>&&);
void renderOnRenderingThead(size_t framesToRender);
AudioOutputUnitAdaptor m_audioOutputUnitAdaptor;
Ref<AudioBus> m_outputBus;
Ref<AudioBus> m_renderBus;
UniqueRef<PushPullFIFO> m_fifo;
Lock m_fifoLock;
std::unique_ptr<MultiChannelResampler> m_resampler;
AudioIOPosition m_outputTimestamp;
Lock m_dispatchToRenderThreadLock;
Function<void(Function<void()>&&)> m_dispatchToRenderThread;
float m_contextSampleRate;
Lock m_isPlayingLock;
bool m_isPlaying { false };
};
}
#endif // ENABLE(WEB_AUDIO)