pjs/content/media/nsAudioAvailableEventManager.h

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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim:set ts=2 sw=2 sts=2 et cindent: */
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla code.
*
* The Initial Developer of the Original Code is the Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* David Humphrey <david.humphrey@senecac.on.ca>
* Yury Delendik
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
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* the provisions above, a recipient may use your version of this file under
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* ***** END LICENSE BLOCK ***** */
#ifndef nsAudioAvailableEventManager_h__
#define nsAudioAvailableEventManager_h__
#include "nsCOMPtr.h"
#include "nsIRunnable.h"
#include "nsBuiltinDecoder.h"
#include "nsBuiltinDecoderReader.h"
using namespace mozilla;
class nsAudioAvailableEventManager
{
public:
nsAudioAvailableEventManager(nsBuiltinDecoder* aDecoder);
~nsAudioAvailableEventManager();
// Initialize the event manager with audio metadata. Called before
// audio begins to get queued or events are dispatched.
void Init(PRUint32 aChannels, PRUint32 aRate);
// Dispatch pending MozAudioAvailable events in the queue. Called
// from the state machine thread.
void DispatchPendingEvents(PRUint64 aCurrentTime);
// Queues audio sample data and re-packages it into equal sized
// framebuffers. Called from the audio thread.
void QueueWrittenAudioData(AudioDataValue* aAudioData,
PRUint32 aAudioDataLength,
PRUint64 aEndTimeSampleOffset);
// Clears the queue of any existing events. Called from both the state
// machine and audio threads.
void Clear();
// Fires one last event for any extra samples that didn't fit in a whole
// framebuffer. This is meant to be called only once when the audio finishes.
// Called from the state machine thread.
void Drain(PRUint64 aTime);
// Sets the size of the signal buffer.
// Called from the main and the state machine thread.
void SetSignalBufferLength(PRUint32 aLength);
// Called by the media element to notify the manager that there is a
// listener on the "MozAudioAvailable" event, and that we need to dispatch
// such events. Called from the main thread.
void NotifyAudioAvailableListener();
private:
// The decoder associated with the event manager. The event manager shares
// the same lifetime as the decoder (the decoder holds a reference to the
// manager).
nsBuiltinDecoder* mDecoder;
// The number of samples per second.
float mSamplesPerSecond;
// A buffer for audio data to be dispatched in DOM events.
nsAutoArrayPtr<float> mSignalBuffer;
// The current size of the signal buffer, may change due to DOM calls.
PRUint32 mSignalBufferLength;
// The size of the new signal buffer, may change due to DOM calls.
PRUint32 mNewSignalBufferLength;
// The position of the first available item in mSignalBuffer
PRUint32 mSignalBufferPosition;
// The MozAudioAvailable events to be dispatched. This queue is shared
// between the state machine and audio threads.
nsTArray< nsCOMPtr<nsIRunnable> > mPendingEvents;
// ReentrantMonitor for shared access to mPendingEvents queue or
// buffer length.
ReentrantMonitor mReentrantMonitor;
// True if something in the owning document has a listener on the
// "MozAudioAvailable" event. If not, we don't need to bother copying played
// audio data and dispatching the event. Synchronized by mReentrantMonitor.
bool mHasListener;
};
#endif