/* * Copyright (c) 2023, Luke Wilde * Copyright (c) 2024, Shannon Booth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include #include namespace Web::WebAudio { // https://webaudio.github.io/web-audio-api/#BaseAudioContext class BaseAudioContext : public DOM::EventTarget { WEB_PLATFORM_OBJECT(BaseAudioContext, DOM::EventTarget); public: virtual ~BaseAudioContext() override; // https://webaudio.github.io/web-audio-api/#dom-baseaudiocontext-createbuffer-numberofchannels // > An implementation MUST support at least 32 channels. // Other browsers appear to only allow 32 channels - so let's limit ourselves to that too. static constexpr WebIDL::UnsignedLong MAX_NUMBER_OF_CHANNELS { 32 }; // https://webaudio.github.io/web-audio-api/#dom-baseaudiocontext-createbuffer-samplerate // > An implementation MUST support sample rates in at least the range 8000 to 96000. // This doesn't seem consistent between browsers. We use what firefox accepts from testing BaseAudioContext.createAudioBuffer. static constexpr float MIN_SAMPLE_RATE { 8000 }; static constexpr float MAX_SAMPLE_RATE { 192000 }; float sample_rate() const { return m_sample_rate; } double current_time() const { return m_current_time; } Bindings::AudioContextState state() const { return m_control_thread_state; } void set_onstatechange(WebIDL::CallbackType*); WebIDL::CallbackType* onstatechange(); void set_sample_rate(float sample_rate) { m_sample_rate = sample_rate; } void set_control_state(Bindings::AudioContextState state) { m_control_thread_state = state; } void set_rendering_state(Bindings::AudioContextState state) { m_rendering_thread_state = state; } static WebIDL::ExceptionOr verify_audio_options_inside_nominal_range(JS::Realm&, WebIDL::UnsignedLong number_of_channels, WebIDL::UnsignedLong length, float sample_rate); WebIDL::ExceptionOr> create_oscillator(); protected: explicit BaseAudioContext(JS::Realm&); virtual void initialize(JS::Realm&) override; private: float m_sample_rate { 0 }; double m_current_time { 0 }; Bindings::AudioContextState m_control_thread_state = Bindings::AudioContextState::Suspended; Bindings::AudioContextState m_rendering_thread_state = Bindings::AudioContextState::Suspended; }; }