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- /*
- * Copyright (c) 2023, Luke Wilde <lukew@serenityos.org>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include <LibWeb/Bindings/Intrinsics.h>
- #include <LibWeb/DOM/Event.h>
- #include <LibWeb/HTML/HTMLMediaElement.h>
- #include <LibWeb/WebAudio/AudioContext.h>
- #include <LibWeb/WebIDL/Promise.h>
- namespace Web::WebAudio {
- JS_DEFINE_ALLOCATOR(AudioContext);
- // https://webaudio.github.io/web-audio-api/#dom-audiocontext-audiocontext
- WebIDL::ExceptionOr<JS::NonnullGCPtr<AudioContext>> AudioContext::construct_impl(JS::Realm& realm, AudioContextOptions const& context_options)
- {
- return realm.heap().allocate<AudioContext>(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);
- visitor.visit(m_pending_promises);
- visitor.visit(m_pending_resume_promises);
- }
- // 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<JS::NonnullGCPtr<JS::Promise>> 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<JS::Promise>(*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& pending_resume_promise : m_pending_resume_promises) {
- *pending_resume_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<JS::Promise>(*promise->promise()) };
- }
- // https://www.w3.org/TR/webaudio/#dom-audiocontext-suspend
- WebIDL::ExceptionOr<JS::NonnullGCPtr<JS::Promise>> 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<JS::Promise>(*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<JS::Promise>(*promise->promise()) };
- }
- // https://www.w3.org/TR/webaudio/#dom-audiocontext-close
- WebIDL::ExceptionOr<JS::NonnullGCPtr<JS::Promise>> 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<JS::Promise>(*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<JS::Promise>(*promise->promise()) };
- }
- void AudioContext::queue_a_media_element_task(Function<void()> steps)
- {
- auto task = HTML::Task::create(vm(), m_media_element_event_task_source.source, HTML::current_settings_object().responsible_document(), JS::create_heap_function(heap(), 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;
- }
- }
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