Source code
Revision control
Copy as Markdown
Other Tools
Test Info:
<!DOCTYPE HTML>
<html>
<head>
<title>Test suspend, resume and close method of the AudioContext</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">
function tryToCreateNodeOnClosedContext(ctx) {
is(ctx.state, "closed", "The context is in closed state");
[ { name: "createBufferSource" },
{ name: "createMediaStreamDestination",
onOfflineAudioContext: false},
{ name: "createScriptProcessor" },
{ name: "createStereoPanner" },
{ name: "createAnalyser" },
{ name: "createGain" },
{ name: "createDelay" },
{ name: "createBiquadFilter" },
{ name: "createWaveShaper" },
{ name: "createPanner" },
{ name: "createConvolver" },
{ name: "createChannelSplitter" },
{ name: "createChannelMerger" },
{ name: "createDynamicsCompressor" },
{ name: "createOscillator" },
{ name: "createMediaElementSource",
args: [new Audio()],
onOfflineAudioContext: false },
{ name: "createMediaStreamSource",
args: [(new AudioContext()).createMediaStreamDestination().stream],
onOfflineAudioContext: false } ].forEach(function(e) {
if (e.onOfflineAudioContext == false &&
ctx instanceof OfflineAudioContext) {
return;
}
expectNoException(function() {
ctx[e.name].apply(ctx, e.args);
}, DOMException.INVALID_STATE_ERR);
});
}
function loadFile(url, callback) {
var xhr = new XMLHttpRequest();
xhr.open("GET", url, true);
xhr.responseType = "arraybuffer";
xhr.onload = function() {
callback(xhr.response);
};
xhr.send();
}
// createBuffer, createPeriodicWave and decodeAudioData should work on a context
// that has `state` == "closed"
function tryLegalOpeerationsOnClosedContext(ctx) {
is(ctx.state, "closed", "The context is in closed state");
[ { name: "createBuffer",
args: [1, 44100, 44100] },
{ name: "createPeriodicWave",
args: [new Float32Array(10), new Float32Array(10)] }
].forEach(function(e) {
expectNoException(function() {
ctx[e.name].apply(ctx, e.args);
});
});
loadFile("ting-44.1k-1ch.ogg", function(buf) {
ctx.decodeAudioData(buf).then(function() {
ok(true, "decodeAudioData on a closed context should work, it did.")
finish();
}).catch(function(){
ok(false, "decodeAudioData on a closed context should work, it did not");
finish();
});
});
}
// Test that MediaStreams that are the output of a suspended AudioContext are
// producing silence
// ac1 produce a sine fed to a MediaStreamAudioDestinationNode
// ac2 is connected to ac1 with a MediaStreamAudioSourceNode, and check that
// there is silence when ac1 is suspended
function testMultiContextOutput() {
var ac1 = new AudioContext(),
ac2 = new AudioContext();
ac1.onstatechange = function() {
ac1.onstatechange = null;
var osc1 = ac1.createOscillator(),
mediaStreamDestination1 = ac1.createMediaStreamDestination();
var mediaStreamAudioSourceNode2 =
ac2.createMediaStreamSource(mediaStreamDestination1.stream),
sp2 = ac2.createScriptProcessor(),
silentBuffersInARow = 0;
sp2.onaudioprocess = function() {
ac1.suspend().then(function() {
is(ac1.state, "suspended", "ac1 is suspended");
sp2.onaudioprocess = checkSilence;
});
sp2.onaudioprocess = null;
}
function checkSilence(e) {
var input = e.inputBuffer.getChannelData(0);
var silent = true;
for (var i = 0; i < input.length; i++) {
if (input[i] != 0.0) {
silent = false;
}
}
if (silent) {
silentBuffersInARow++;
if (silentBuffersInARow == 10) {
ok(true,
"MediaStreams produce silence when their input is blocked.");
sp2.onaudioprocess = null;
ac1.close();
ac2.close();
finish();
}
} else {
is(silentBuffersInARow, 0,
"No non silent buffer inbetween silent buffers.");
}
}
osc1.connect(mediaStreamDestination1);
mediaStreamAudioSourceNode2.connect(sp2);
osc1.start();
}
}
// Test that there is no buffering between contexts when connecting a running
// AudioContext to a suspended AudioContext. Our ScriptProcessorNode does some
// buffering internally, so we ensure this by using a very very low frequency
// on a sine, and oberve that the phase has changed by a big enough margin.
function testMultiContextInput() {
var ac1 = new AudioContext(),
ac2 = new AudioContext();
ac1.onstatechange = function() {
ac1.onstatechange = null;
var osc1 = ac1.createOscillator(),
mediaStreamDestination1 = ac1.createMediaStreamDestination(),
sp1 = ac1.createScriptProcessor();
var mediaStreamAudioSourceNode2 =
ac2.createMediaStreamSource(mediaStreamDestination1.stream),
sp2 = ac2.createScriptProcessor(),
eventReceived = 0;
osc1.frequency.value = 0.0001;
function checkDiscontinuity(e) {
var inputBuffer = e.inputBuffer.getChannelData(0);
if (eventReceived++ == 3) {
var delta = Math.abs(inputBuffer[1] - sp2.value),
theoreticalIncrement = 2048 * 3 * Math.PI * 2 * osc1.frequency.value / ac1.sampleRate;
ok(delta >= theoreticalIncrement,
"Buffering did not occur when the context was suspended (delta:" + delta + " increment: " + theoreticalIncrement+")");
ac1.close();
ac2.close();
sp1.onaudioprocess = null;
sp2.onaudioprocess = null;
finish();
}
}
sp2.onaudioprocess = function(e) {
var inputBuffer = e.inputBuffer.getChannelData(0);
sp2.value = inputBuffer[inputBuffer.length - 1];
ac2.suspend().then(function() {
ac2.resume().then(function() {
sp2.onaudioprocess = checkDiscontinuity;
});
});
}
osc1.connect(mediaStreamDestination1);
osc1.connect(sp1);
mediaStreamAudioSourceNode2.connect(sp2);
osc1.start();
}
}
// Test that ScriptProcessorNode's onaudioprocess don't get called while the
// context is suspended/closed. It is possible that we get the handler called
// exactly once after suspend, because the event has already been sent to the
// event loop.
function testScriptProcessNodeSuspended() {
var ac = new AudioContext();
var sp = ac.createScriptProcessor();
var remainingIterations = 30;
var afterResume = false;
ac.onstatechange = function() {
ac.onstatechange = null;
sp.onaudioprocess = function() {
ok(ac.state == "running", "If onaudioprocess is called, the context" +
" must be running (was " + ac.state + ", remainingIterations:" + remainingIterations +")");
remainingIterations--;
if (!afterResume) {
if (remainingIterations == 0) {
ac.suspend().then(function() {
ac.resume().then(function() {
remainingIterations = 30;
afterResume = true;
});
});
}
} else {
sp.onaudioprocess = null;
finish();
}
}
}
sp.connect(ac.destination);
}
// Take an AudioContext, make sure it switches to running when the audio starts
// flowing, and then, call suspend, resume and close on it, tracking its state.
function testAudioContext() {
var ac = new AudioContext();
is(ac.state, "suspended", "AudioContext should start in suspended state.");
var stateTracker = {
previous: ac.state,
// no promise for the initial suspended -> running
initial: { handler: false },
suspend: { promise: false, handler: false },
resume: { promise: false, handler: false },
close: { promise: false, handler: false }
};
function initialSuspendToRunning() {
ok(stateTracker.previous == "suspended" &&
ac.state == "running",
"AudioContext should switch to \"running\" when the audio hardware is" +
" ready.");
stateTracker.previous = ac.state;
ac.onstatechange = afterSuspend;
stateTracker.initial.handler = true;
ac.suspend().then(function() {
ok(!stateTracker.suspend.promise && !stateTracker.suspend.handler,
"Promise should be resolved before the callback, and only once.")
stateTracker.suspend.promise = true;
});
}
function afterSuspend() {
ok(stateTracker.previous == "running" &&
ac.state == "suspended",
"AudioContext should switch to \"suspend\" when the audio stream is" +
"suspended.");
ok(stateTracker.suspend.promise && !stateTracker.suspend.handler,
"Handler should be called after the callback, and only once");
stateTracker.suspend.handler = true;
stateTracker.previous = ac.state;
ac.onstatechange = afterResume;
ac.resume().then(function() {
ok(!stateTracker.resume.promise && !stateTracker.resume.handler,
"Promise should be called before the callback, and only once");
stateTracker.resume.promise = true;
});
}
function afterResume() {
ok(stateTracker.previous == "suspended" &&
ac.state == "running",
"AudioContext should switch to \"running\" when the audio stream resumes.");
ok(stateTracker.resume.promise && !stateTracker.resume.handler,
"Handler should be called after the callback, and only once");
stateTracker.resume.handler = true;
stateTracker.previous = ac.state;
ac.onstatechange = afterClose;
ac.close().then(function() {
ok(!stateTracker.close.promise && !stateTracker.close.handler,
"Promise should be called before the callback, and only once");
stateTracker.close.promise = true;
tryToCreateNodeOnClosedContext(ac);
tryLegalOpeerationsOnClosedContext(ac);
});
}
function afterClose() {
ok(stateTracker.previous == "running" &&
ac.state == "closed",
"AudioContext should switch to \"closed\" when the audio stream is" +
" closed.");
ok(stateTracker.close.promise && !stateTracker.close.handler,
"Handler should be called after the callback, and only once");
}
ac.onstatechange = initialSuspendToRunning;
}
function testOfflineAudioContext() {
var o = new OfflineAudioContext(1, 44100, 44100);
is(o.state, "suspended", "OfflineAudioContext should start in suspended state.");
expectRejectedPromise(o, "resume", "NotSupportedError");
var previousState = o.state,
finishedRendering = false;
function beforeStartRendering() {
ok(previousState == "suspended" && o.state == "running", "onstatechanged" +
"handler is called on state changed, and the new state is running");
previousState = o.state;
o.onstatechange = onRenderingFinished;
}
function onRenderingFinished() {
ok(previousState == "running" && o.state == "closed",
"onstatechanged handler is called when rendering finishes, " +
"and the new state is closed");
ok(finishedRendering, "The Promise that is resolved when the rendering is" +
"done should be resolved earlier than the state change.");
previousState = o.state;
o.onstatechange = afterRenderingFinished;
tryToCreateNodeOnClosedContext(o);
tryLegalOpeerationsOnClosedContext(o);
}
function afterRenderingFinished() {
ok(false, "There should be no transition out of the closed state.");
}
o.onstatechange = beforeStartRendering;
o.startRendering().then(function() {
finishedRendering = true;
});
}
function testSuspendResumeEventLoop() {
var ac = new AudioContext();
var source = ac.createBufferSource();
source.buffer = ac.createBuffer(1, 44100, 44100);
source.onended = function() {
ok(true, "The AudioContext did resume.");
finish();
}
ac.onstatechange = function() {
ac.onstatechange = null;
ok(ac.state == "running", "initial state is running");
ac.suspend();
source.start();
ac.resume();
}
}
function testResumeInStateChangeForResumeCallback() {
var ac = new AudioContext;
ac.onstatechange = function() {
ac.resume().then(() => {
ok(true, "resume promise resolved as expected.");
finish();
});
}
}
var remaining = 0;
function finish() {
remaining--;
if (remaining == 0) {
SimpleTest.finish();
}
}
SimpleTest.waitForExplicitFinish();
addLoadEvent(function() {
var tests = [
testOfflineAudioContext,
testScriptProcessNodeSuspended,
testMultiContextOutput,
testMultiContextInput,
testSuspendResumeEventLoop,
testResumeInStateChangeForResumeCallback
];
if (!navigator.platform.startsWith("Linux")) {
tests.push(testAudioContext);
}
remaining = tests.length;
tests.forEach(function(f) { f() });
});
</script>
</pre>
</body>
</html>