blob: 78d414fcd4a84ef592eb51a645e0adb411c827fa [file] [log] [blame]
// Copyright 2015 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (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.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "cobalt/audio/audio_destination_node.h"
#include "cobalt/audio/audio_context.h"
namespace cobalt {
namespace audio {
namespace {
// An AudioDestinationNode representing the audio hardware end-point (the
// normal case) can potentially output more than 2 channels of audio if the
// audio hardware is multi-channel. Max channel count is the maximum number of
// channels that this hardware is capable of supporting. If this value is 0,
// then this indicates that channel count may not be changed.
// TODO: Get the actual maximum channel count that can be supported from
// hardware. We only support up to two stereo channels for now.
const uint32 kMaxChannelCount = 2;
} // namespace
// numberOfInputs : 1
// numberOfOutputs : 0
AudioDestinationNode::AudioDestinationNode(AudioContext* context)
: AudioNode(context), max_channel_count_(kMaxChannelCount) {
AudioLock::AutoLock lock(audio_lock());
AddInput(new AudioNodeInput(this));
}
AudioDestinationNode::~AudioDestinationNode() {
// Clear the audio device before lock to avoid race condition of destroying
// AudioDestinationNode and calling FillAudioBus() from the Audio thread.
audio_device_.reset();
AudioLock::AutoLock lock(audio_lock());
DCHECK_EQ(number_of_outputs(), 0u);
RemoveAllInputs();
}
void AudioDestinationNode::OnInputNodeConnected() {
audio_lock()->AssertLocked();
if (!audio_device_) {
audio_device_.reset(
new AudioDevice(static_cast<int>(channel_count(NULL)), this));
}
}
void AudioDestinationNode::FillAudioBus(ShellAudioBus* audio_bus,
bool* silence) {
// This is called by Audio thread.
AudioLock::AutoLock lock(audio_lock());
// Destination node only has one input.
DCHECK_EQ(number_of_inputs(), 1u);
Input(0)->FillAudioBus(audio_bus, silence);
}
} // namespace audio
} // namespace cobalt