/* * Copyright (c) 2023, Luke Wilde * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include namespace Web::WebAudio { JS_DEFINE_ALLOCATOR(AudioContext); // https://webaudio.github.io/web-audio-api/#dom-audiocontext-audiocontext WebIDL::ExceptionOr> AudioContext::construct_impl(JS::Realm& realm, AudioContextOptions const& context_options) { return realm.heap().allocate(realm, realm, context_options); } AudioContext::AudioContext(JS::Realm& realm, AudioContextOptions const& context_options) : BaseAudioContext(realm) { // FIXME: If the current settings object’s responsible document is NOT fully active, throw an InvalidStateError and abort these steps. // 1: Set a [[control thread state]] to suspended on the AudioContext. BaseAudioContext::set_control_state(Bindings::AudioContextState::Suspended); // 2: Set a [[rendering thread state]] to suspended on the AudioContext. BaseAudioContext::set_rendering_state(Bindings::AudioContextState::Suspended); // 3: Let [[pending resume promises]] be a slot on this AudioContext, that is an initially empty ordered list of promises. // 4: If contextOptions is given, apply the options: // 4.1: Set the internal latency of this AudioContext according to contextOptions.latencyHint, as described in latencyHint. switch (context_options.latency_hint) { case Bindings::AudioContextLatencyCategory::Balanced: // FIXME: Determine optimal settings for balanced. break; case Bindings::AudioContextLatencyCategory::Interactive: // FIXME: Determine optimal settings for interactive. break; case Bindings::AudioContextLatencyCategory::Playback: // FIXME: Determine optimal settings for playback. break; default: VERIFY_NOT_REACHED(); } // 4.2: If contextOptions.sampleRate is specified, set the sampleRate of this AudioContext to this value. Otherwise, // use the sample rate of the default output device. If the selected sample rate differs from the sample rate of the output device, // this AudioContext MUST resample the audio output to match the sample rate of the output device. if (context_options.sample_rate.has_value()) { BaseAudioContext::set_sample_rate(context_options.sample_rate.value()); } else { // FIXME: This would ideally be coming from the default output device, but we can only get this on Serenity // For now we'll just have to resample BaseAudioContext::set_sample_rate(44100); } // FIXME: 5: If the context is allowed to start, send a control message to start processing. // FIXME: Implement control message queue to run following steps on the rendering thread if (m_allowed_to_start) { // FIXME: 5.1: Attempt to acquire system resources. In case of failure, abort the following steps. // 5.2: Set the [[rendering thread state]] to "running" on the AudioContext. BaseAudioContext::set_rendering_state(Bindings::AudioContextState::Running); // 5.3: queue a media element task to execute the following steps: queue_a_media_element_task([&realm, this]() { // 5.3.1: Set the state attribute of the AudioContext to "running". BaseAudioContext::set_control_state(Bindings::AudioContextState::Running); // 5.3.2: queue a media element task to fire an event named statechange at the AudioContext. this->dispatch_event(DOM::Event::create(realm, HTML::EventNames::statechange)); }); } } AudioContext::~AudioContext() = default; void AudioContext::initialize(JS::Realm& realm) { Base::initialize(realm); WEB_SET_PROTOTYPE_FOR_INTERFACE(AudioContext); } void AudioContext::visit_edges(Cell::Visitor& visitor) { Base::visit_edges(visitor); for (auto& promise : m_pending_promises) visitor.visit(promise); for (auto& promise : m_pending_resume_promises) visitor.visit(promise); } // https://www.w3.org/TR/webaudio/#dom-audiocontext-getoutputtimestamp AudioTimestamp AudioContext::get_output_timestamp() { dbgln("(STUBBED) getOutputTimestamp()"); return {}; } // https://www.w3.org/TR/webaudio/#dom-audiocontext-resume WebIDL::ExceptionOr> AudioContext::resume() { auto& realm = this->realm(); auto& vm = realm.vm(); // FIXME: 1. If this's relevant global object's associated Document is not fully active then return a promise rejected with "InvalidStateError" DOMException. // 2. Let promise be a new Promise. auto promise = WebIDL::create_promise(realm); // 3. If the [[control thread state]] on the AudioContext is closed reject the promise with InvalidStateError, abort these steps, returning promise. if (state() == Bindings::AudioContextState::Closed) { WebIDL::reject_promise(realm, promise, WebIDL::InvalidStateError::create(realm, "Audio context is already closed."_fly_string)); return JS::NonnullGCPtr { verify_cast(*promise->promise()) }; } // 4. Set [[suspended by user]] to true. m_suspended_by_user = true; // 5. If the context is not allowed to start, append promise to [[pending promises]] and [[pending resume promises]] and abort these steps, returning promise. if (m_allowed_to_start) { TRY_OR_THROW_OOM(vm, m_pending_promises.try_append(promise)); TRY_OR_THROW_OOM(vm, m_pending_resume_promises.try_append(promise)); } // 6. Set the [[control thread state]] on the AudioContext to running. set_control_state(Bindings::AudioContextState::Running); // 7. Queue a control message to resume the AudioContext. // FIXME: Implement control message queue to run following steps on the rendering thread // FIXME: 7.1: Attempt to acquire system resources. // 7.2: Set the [[rendering thread state]] on the AudioContext to running. set_rendering_state(Bindings::AudioContextState::Running); // 7.3: Start rendering the audio graph. if (!start_rendering_audio_graph()) { // 7.4: In case of failure, queue a media element task to execute the following steps: queue_a_media_element_task([&realm, this]() { // 7.4.1: Reject all promises from [[pending resume promises]] in order, then clear [[pending resume promises]]. for (auto const& promise : m_pending_resume_promises) { WebIDL::reject_promise(realm, promise, JS::js_null()); } m_pending_resume_promises.clear(); // FIXME: 7.4.2: Additionally, remove those promises from [[pending promises]]. }); } // 7.5: queue a media element task to execute the following steps: queue_a_media_element_task([&realm, &promise, this]() { // 7.5.1: Resolve all promises from [[pending resume promises]] in order. for (auto const& promise : m_pending_resume_promises) { *promise->resolve(); } // 7.5.2: Clear [[pending resume promises]]. m_pending_resume_promises.clear(); // FIXME: Additionally, remove those promises from [[pending promises]]. // 7.5.3: Resolve promise. *promise->resolve(); // 7.5.4: If the state attribute of the AudioContext is not already "running": if (state() != Bindings::AudioContextState::Running) { // 7.5.4.1: Set the state attribute of the AudioContext to "running". set_control_state(Bindings::AudioContextState::Running); // 7.5.4.2: queue a media element task to fire an event named statechange at the AudioContext. queue_a_media_element_task([&realm, this]() { this->dispatch_event(DOM::Event::create(realm, HTML::EventNames::statechange)); }); } }); // 8. Return promise. return JS::NonnullGCPtr { verify_cast(*promise->promise()) }; } // https://www.w3.org/TR/webaudio/#dom-audiocontext-suspend WebIDL::ExceptionOr> AudioContext::suspend() { auto& realm = this->realm(); auto& vm = realm.vm(); // FIXME: 1. If this's relevant global object's associated Document is not fully active then return a promise rejected with "InvalidStateError" DOMException. // 2. Let promise be a new Promise. auto promise = WebIDL::create_promise(realm); // 3. If the [[control thread state]] on the AudioContext is closed reject the promise with InvalidStateError, abort these steps, returning promise. if (state() == Bindings::AudioContextState::Closed) { WebIDL::reject_promise(realm, promise, WebIDL::InvalidStateError::create(realm, "Audio context is already closed."_fly_string)); return JS::NonnullGCPtr { verify_cast(*promise->promise()) }; } // 4. Append promise to [[pending promises]]. TRY_OR_THROW_OOM(vm, m_pending_promises.try_append(promise)); // 5. Set [[suspended by user]] to true. m_suspended_by_user = true; // 6. Set the [[control thread state]] on the AudioContext to suspended. set_control_state(Bindings::AudioContextState::Suspended); // 7. Queue a control message to suspend the AudioContext. // FIXME: Implement control message queue to run following steps on the rendering thread // FIXME: 7.1: Attempt to release system resources. // 7.2: Set the [[rendering thread state]] on the AudioContext to suspended. set_rendering_state(Bindings::AudioContextState::Suspended); // 7.3: queue a media element task to execute the following steps: queue_a_media_element_task([&realm, &promise, this]() { // 7.3.1: Resolve promise. *promise->resolve(); // 7.3.2: If the state attribute of the AudioContext is not already "suspended": if (state() != Bindings::AudioContextState::Suspended) { // 7.3.2.1: Set the state attribute of the AudioContext to "suspended". set_control_state(Bindings::AudioContextState::Suspended); // 7.3.2.2: queue a media element task to fire an event named statechange at the AudioContext. queue_a_media_element_task([&realm, this]() { this->dispatch_event(DOM::Event::create(realm, HTML::EventNames::statechange)); }); } }); // 8. Return promise. return JS::NonnullGCPtr { verify_cast(*promise->promise()) }; } // https://www.w3.org/TR/webaudio/#dom-audiocontext-close WebIDL::ExceptionOr> AudioContext::close() { auto& realm = this->realm(); // FIXME: 1. If this's relevant global object's associated Document is not fully active then return a promise rejected with "InvalidStateError" DOMException. // 2. Let promise be a new Promise. auto promise = WebIDL::create_promise(realm); // 3. If the [[control thread state]] flag on the AudioContext is closed reject the promise with InvalidStateError, abort these steps, returning promise. if (state() == Bindings::AudioContextState::Closed) { WebIDL::reject_promise(realm, promise, WebIDL::InvalidStateError::create(realm, "Audio context is already closed."_fly_string)); return JS::NonnullGCPtr { verify_cast(*promise->promise()) }; } // 4. Set the [[control thread state]] flag on the AudioContext to closed. set_control_state(Bindings::AudioContextState::Closed); // 5. Queue a control message to close the AudioContext. // FIXME: Implement control message queue to run following steps on the rendering thread // FIXME: 5.1: Attempt to release system resources. // 5.2: Set the [[rendering thread state]] to "suspended". set_rendering_state(Bindings::AudioContextState::Suspended); // FIXME: 5.3: If this control message is being run in a reaction to the document being unloaded, abort this algorithm. // 5.4: queue a media element task to execute the following steps: queue_a_media_element_task([&realm, &promise, this]() { // 5.4.1: Resolve promise. *promise->resolve(); // 5.4.2: If the state attribute of the AudioContext is not already "closed": if (state() != Bindings::AudioContextState::Closed) { // 5.4.2.1: Set the state attribute of the AudioContext to "closed". set_control_state(Bindings::AudioContextState::Closed); } // 5.4.2.2: queue a media element task to fire an event named statechange at the AudioContext. // FIXME: Attempting to queue another task in here causes an assertion fail at Vector.h:148 this->dispatch_event(DOM::Event::create(realm, HTML::EventNames::statechange)); }); // 6. Return promise return JS::NonnullGCPtr { verify_cast(*promise->promise()) }; } void AudioContext::queue_a_media_element_task(JS::SafeFunction steps) { auto task = HTML::Task::create(m_media_element_event_task_source.source, HTML::current_settings_object().responsible_document(), move(steps)); HTML::main_thread_event_loop().task_queue().add(move(task)); } // FIXME: Actually implement the rendering thread bool AudioContext::start_rendering_audio_graph() { bool render_result = true; return render_result; } }