haikuwebkit/Source/WebCore/Modules/webaudio/AudioListener.h

122 lines
4.3 KiB
C++

/*
* Copyright (C) 2010 Google Inc. All rights reserved.
* Copyright (C) 2020 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of Apple Inc. ("Apple") nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "AudioArray.h"
#include "ExceptionOr.h"
#include "FloatPoint3D.h"
#include <wtf/Ref.h>
#include <wtf/RefCounted.h>
namespace WebCore {
class AudioParam;
class BaseAudioContext;
// AudioListener maintains the state of the listener in the audio scene as defined in the OpenAL specification.
class AudioListener : public RefCounted<AudioListener> {
public:
static Ref<AudioListener> create(BaseAudioContext& context)
{
return adoptRef(*new AudioListener(context));
}
~AudioListener();
AudioParam& positionX() { return m_positionX.get(); }
AudioParam& positionY() { return m_positionY.get(); }
AudioParam& positionZ() { return m_positionZ.get(); }
AudioParam& forwardX() { return m_forwardX.get(); }
AudioParam& forwardY() { return m_forwardY.get(); }
AudioParam& forwardZ() { return m_forwardZ.get(); }
AudioParam& upX() { return m_upX.get(); }
AudioParam& upY() { return m_upY.get(); }
AudioParam& upZ() { return m_upZ.get(); }
// Position
ExceptionOr<void> setPosition(float x, float y, float z);
FloatPoint3D position() const;
// Orientation
ExceptionOr<void> setOrientation(float x, float y, float z, float upX, float upY, float upZ);
FloatPoint3D orientation() const;
FloatPoint3D upVector() const;
bool hasSampleAccurateValues() const;
bool shouldUseARate() const;
const float* positionXValues(size_t framesToProcess);
const float* positionYValues(size_t framesToProcess);
const float* positionZValues(size_t framesToProcess);
const float* forwardXValues(size_t framesToProcess);
const float* forwardYValues(size_t framesToProcess);
const float* forwardZValues(size_t framesToProcess);
const float* upXValues(size_t framesToProcess);
const float* upYValues(size_t framesToProcess);
const float* upZValues(size_t framesToProcess);
void updateValuesIfNeeded(size_t framesToProcess);
protected:
explicit AudioListener(BaseAudioContext&);
private:
Ref<AudioParam> m_positionX;
Ref<AudioParam> m_positionY;
Ref<AudioParam> m_positionZ;
Ref<AudioParam> m_forwardX;
Ref<AudioParam> m_forwardY;
Ref<AudioParam> m_forwardZ;
Ref<AudioParam> m_upX;
Ref<AudioParam> m_upY;
Ref<AudioParam> m_upZ;
// Last time that the automations were updated.
double m_lastUpdateTime { -1 };
AudioFloatArray m_positionXValues;
AudioFloatArray m_positionYValues;
AudioFloatArray m_positionZValues;
AudioFloatArray m_forwardXValues;
AudioFloatArray m_forwardYValues;
AudioFloatArray m_forwardZValues;
AudioFloatArray m_upXValues;
AudioFloatArray m_upYValues;
AudioFloatArray m_upZValues;
};
} // namespace WebCore