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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
#ifndef mozilla_dom_audiochannelservice_h__
#define mozilla_dom_audiochannelservice_h__
#include <functional>
#include "AudioChannelAgent.h"
#include "mozilla/DefineEnum.h"
#include "mozilla/Logging.h"
#include "mozilla/UniquePtr.h"
#include "nsAttrValue.h"
#include "nsIObserver.h"
#include "nsTArray.h"
#include "nsTObserverArray.h"
class nsPIDOMWindowOuter;
struct PRLogModuleInfo;
namespace mozilla::dom {
class AudioPlaybackConfig {
public:
AudioPlaybackConfig()
: mVolume(1.0),
mMuted(false),
mSuspend(nsISuspendedTypes::NONE_SUSPENDED),
mNumberOfAgents(0) {}
AudioPlaybackConfig(float aVolume, bool aMuted, uint32_t aSuspended)
: mVolume(aVolume),
mMuted(aMuted),
mSuspend(aSuspended),
mNumberOfAgents(0) {}
float mVolume;
bool mMuted;
uint32_t mSuspend;
bool mCapturedAudio = false;
uint32_t mNumberOfAgents;
};
class AudioChannelService final : public nsIObserver {
public:
NS_DECL_ISUPPORTS
NS_DECL_NSIOBSERVER
/**
* We use `AudibleState` to represent the audible state of an owner of audio
* channel agent. Those information in AudioChannelWindow could help us to
* determine if a tab is being audible or not, in order to tell Chrome JS to
* show the sound indicator or delayed autoplay icon on the tab bar.
*
* - Sound indicator
* When a tab is playing sound, we would show the sound indicator on tab bar
* to tell users that this tab is producing sound now. In addition, the sound
* indicator also give users an ablility to mute or unmute tab.
*
* When an AudioChannelWindow first contains an agent with state `eAudible`,
* or an AudioChannelWindow losts its last agent with state `eAudible`, we
* would notify Chrome JS about those changes, to tell them that a tab has
* been being audible or not, in order to display or remove the indicator for
* a corresponding tab.
*
* - Delayed autoplay icon (Play Tab icon)
* When we enable delaying autoplay, which is to postpone the autoplay media
* for unvisited tab until it first goes to foreground, or user click the
* play tab icon to resume the delayed media.
*
* When an AudioChannelWindow first contains an agent with state `eAudible` or
* `eMaybeAudible`, we would notify Chrome JS about this change, in order to
* show the delayed autoplay tab icon to user, which is used to notice user
* there is a media being delayed starting, and then user can click the play
* tab icon to resume the start of media, or visit that tab to resume delayed
* media automatically.
*
* According to our UX design, we don't show this icon for inaudible media.
* The reason of showing the icon for a tab, where the agent starts with state
* `eMaybeAudible`, is because some video might be silent in the beginning
* but would soon become audible later.
*
* ---------------------------------------------------------------------------
*
* eNotAudible : agent is not audible
* eMaybeAudible : agent is not audible now, but it might be audible later
* eAudible : agent is audible now
*/
MOZ_DEFINE_ENUM_WITH_BASE_AND_TOSTRING_AT_CLASS_SCOPE(
AudibleState, uint8_t, (eNotAudible, eMaybeAudible, eAudible));
enum AudioCaptureState : bool { eCapturing = true, eNotCapturing = false };
MOZ_DEFINE_ENUM_WITH_BASE_AND_TOSTRING_AT_CLASS_SCOPE(
AudibleChangedReasons, uint32_t,
(eVolumeChanged, eDataAudibleChanged, ePauseStateChanged));
/**
* Returns the AudioChannelServce singleton.
* If AudioChannelService doesn't exist, create and return new one.
* Only to be called from main thread.
*/
static already_AddRefed<AudioChannelService> GetOrCreate();
/**
* Returns the AudioChannelService singleton if one exists.
* If AudioChannelService doesn't exist, returns null.
*/
static already_AddRefed<AudioChannelService> Get();
static LogModule* GetAudioChannelLog();
static bool IsEnableAudioCompeting();
/**
* Any audio channel agent that starts playing should register itself to
* this service, sharing the AudioChannel.
*/
void RegisterAudioChannelAgent(AudioChannelAgent* aAgent,
AudibleState aAudible);
/**
* Any audio channel agent that stops playing should unregister itself to
* this service.
*/
void UnregisterAudioChannelAgent(AudioChannelAgent* aAgent);
/**
* Return the state to indicate this audioChannel for his window should keep
* playing/muted/suspended.
*/
AudioPlaybackConfig GetMediaConfig(nsPIDOMWindowOuter* aWindow) const;
/**
* Called this method when the audible state of the audio playback changed,
* it would dispatch the playback event to observers which want to know the
* actual audible state of the window.
*/
void AudioAudibleChanged(AudioChannelAgent* aAgent, AudibleState aAudible,
AudibleChangedReasons aReason);
bool IsWindowActive(nsPIDOMWindowOuter* aWindow);
void RefreshAgentsVolume(nsPIDOMWindowOuter* aWindow, float aVolume,
bool aMuted);
// This method needs to know the inner window that wants to capture audio. We
// group agents per top outer window, but we can have multiple innerWindow per
// top outerWindow (subiframes, etc.) and we have to identify all the agents
// just for a particular innerWindow.
void SetWindowAudioCaptured(nsPIDOMWindowOuter* aWindow,
uint64_t aInnerWindowID, bool aCapture);
void NotifyResumingDelayedMedia(nsPIDOMWindowOuter* aWindow);
private:
AudioChannelService();
~AudioChannelService();
void RefreshAgents(nsPIDOMWindowOuter* aWindow,
const std::function<void(AudioChannelAgent*)>& aFunc);
void RefreshAgentsSuspend(nsPIDOMWindowOuter* aWindow,
nsSuspendedTypes aSuspend);
static void CreateServiceIfNeeded();
/**
* Shutdown the singleton.
*/
static void Shutdown();
void RefreshAgentsAudioFocusChanged(AudioChannelAgent* aAgent);
class AudioChannelWindow final {
public:
explicit AudioChannelWindow(uint64_t aWindowID)
: mWindowID(aWindowID),
mIsAudioCaptured(false),
mShouldSendActiveMediaBlockStopEvent(false) {}
void AudioAudibleChanged(AudioChannelAgent* aAgent, AudibleState aAudible,
AudibleChangedReasons aReason);
void AppendAgent(AudioChannelAgent* aAgent, AudibleState aAudible);
void RemoveAgent(AudioChannelAgent* aAgent);
void NotifyMediaBlockStop(nsPIDOMWindowOuter* aWindow);
uint64_t mWindowID;
bool mIsAudioCaptured;
AudioPlaybackConfig mConfig;
// Raw pointer because the AudioChannelAgent must unregister itself.
nsTObserverArray<AudioChannelAgent*> mAgents;
nsTObserverArray<AudioChannelAgent*> mAudibleAgents;
// If we've dispatched "activeMediaBlockStart" event, we must dispatch
// another event "activeMediablockStop" when the window is resumed from
// suspend-block.
bool mShouldSendActiveMediaBlockStopEvent;
private:
void AppendAudibleAgentIfNotContained(AudioChannelAgent* aAgent,
AudibleChangedReasons aReason);
void RemoveAudibleAgentIfContained(AudioChannelAgent* aAgent,
AudibleChangedReasons aReason);
void AppendAgentAndIncreaseAgentsNum(AudioChannelAgent* aAgent);
void RemoveAgentAndReduceAgentsNum(AudioChannelAgent* aAgent);
bool IsFirstAudibleAgent() const;
bool IsLastAudibleAgent() const;
void NotifyAudioAudibleChanged(nsPIDOMWindowOuter* aWindow,
AudibleState aAudible,
AudibleChangedReasons aReason);
void MaybeNotifyMediaBlockStart(AudioChannelAgent* aAgent);
};
AudioChannelWindow* GetOrCreateWindowData(nsPIDOMWindowOuter* aWindow);
AudioChannelWindow* GetWindowData(uint64_t aWindowID) const;
nsTObserverArray<UniquePtr<AudioChannelWindow>> mWindows;
};
const char* SuspendTypeToStr(const nsSuspendedTypes& aSuspend);
} // namespace mozilla::dom
#endif