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-rw-r--r-- | dom/media/webaudio/test/test_delayNodeTailWithReconnect.html | 136 |
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diff --git a/dom/media/webaudio/test/test_delayNodeTailWithReconnect.html b/dom/media/webaudio/test/test_delayNodeTailWithReconnect.html new file mode 100644 index 0000000000..da5f02b052 --- /dev/null +++ b/dom/media/webaudio/test/test_delayNodeTailWithReconnect.html @@ -0,0 +1,136 @@ +<!DOCTYPE HTML> +<html> +<head> + <title>Test tail time lifetime of DelayNode after input finishes and new input added</title> + <script src="/tests/SimpleTest/SimpleTest.js"></script> + <script type="text/javascript" src="webaudio.js"></script> + <link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css" /> +</head> +<body> +<pre id="test"> +<script class="testbody" type="text/javascript"> + +SimpleTest.waitForExplicitFinish(); + +// The buffer source will start on a block boundary, so keeping the signal +// within one block ensures that it will not cross AudioProcessingEvent buffer +// boundaries. +const signalLength = 128; +const bufferSize = 1024; +// Delay should be long enough to allow CC to run +var delayBufferCount = 50; +var delayBufferOffset; +const delayLength = delayBufferCount * bufferSize; + +var phase = "initial"; +var sourceCount = 0; +var delayCount = 0; +var oscillator; +var delay; +var source; + +function applySignal(buffer, offset) { + for (var i = 0; i < signalLength; ++i) { + buffer.getChannelData(0)[offset + i] = Math.cos(Math.PI * i / signalLength); + } +} + +function bufferIsSilent(buffer, out) { + for (var i = 0; i < buffer.length; ++i) { + if (buffer.getChannelData(0)[i] != 0) { + if (out) { + out.soundOffset = i; + } + return false; + } + } + return true; +} + +function onDelayOutput(e) { + switch(phase) { + + case "initial": + // Wait for oscillator sound to exit delay + if (bufferIsSilent(e.inputBuffer)) + break; + + phase = "played oscillator"; + break; + + case "played oscillator": + // First tail time has expired. Start second source and remove references + // to the delay and connected second source. + oscillator.disconnect(); + source.connect(delay); + source.start(); + source = null; + delay = null; + phase = "started second source"; + break; + + case "second tail time": + if (delayCount == delayBufferCount) { + var ctx = e.target.context; + var expected = ctx.createBuffer(1, bufferSize, ctx.sampleRate); + applySignal(expected, delayBufferOffset); + compareBuffers(e.inputBuffer, expected); + e.target.onaudioprocess = null; + SimpleTest.finish(); + } + } + + delayCount++; +} + +function onSourceOutput(e) { + switch(phase) { + case "started second source": + var out = {}; + if (!bufferIsSilent(e.inputBuffer, out)) { + delayBufferCount += sourceCount; + delayBufferOffset = out.soundOffset; + phase = "played second source"; + } + break; + case "played second source": + SpecialPowers.forceGC(); + SpecialPowers.forceCC(); + phase = "second tail time"; + e.target.onaudioprocess = null; + } + + sourceCount++; +} + +function startTest() { + var ctx = new AudioContext(); + var delayDuration = delayLength / ctx.sampleRate; + delay = ctx.createDelay(delayDuration); + delay.delayTime.value = delayDuration; + var processor1 = ctx.createScriptProcessor(bufferSize, 1, 0); + delay.connect(processor1); + processor1.onaudioprocess = onDelayOutput; + + // Signal to trigger initial tail time reference + oscillator = ctx.createOscillator(); + oscillator.start(0); + oscillator.stop(100/ctx.sampleRate); + oscillator.connect(delay); + + // Short signal, not started yet, with a ScriptProcessor to detect when it + // starts. It should finish before garbage collection. + var buffer = ctx.createBuffer(1, signalLength, ctx.sampleRate); + applySignal(buffer, 0); + source = ctx.createBufferSource(); + source.buffer = buffer; + var processor2 = ctx.createScriptProcessor(bufferSize, 1, 0); + source.connect(processor2); + processor2.onaudioprocess = onSourceOutput; +}; + +startTest(); +</script> +</pre> +</body> +</html> |