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audio-nodes

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C++ audio node engine for react-native-audio-api. Covers the AudioNode class hierarchy, the processNode() audio-thread contract (no allocs, no locks, no blocking I/O), AudioParam a-rate/k-rate processing, cross-thread communication patterns (CrossThreadEventScheduler, IAudioEventHandlerRegistry), and a step-by-step checklist for implementing a new node end-to-end. Use this skill when implementing a new Web Audio API node, modifying audio graph traversal or processing logic, or debugging audio rendering artifacts. Trigger phrases: "add a new node", "implement AudioNode", "processNode", "audio thread", "AudioParam automation".

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Skill: AudioNodes

Golden references: GainNode.h/.cpp (effect node), OscillatorNode.h/.cpp (scheduled source). Mirror their structure for any new node. See gainnode-example.md for an annotated header + .cpp.

If spec defaults or parameter ranges are unclear → fetch https://webaudio.github.io/web-audio-api/ before writing any constructor code.


Directory Structure

common/cpp/audioapi/core/
├── AudioNode.h / .cpp               # Base class for all nodes
├── AudioParam.h / .cpp              # Automatable parameter
├── BaseAudioContext.h / .cpp        # Engine + node factory
├── AudioContext.h / .cpp            # Real-time context
├── OfflineAudioContext.h / .cpp     # Offline rendering context
├── sources/
│   ├── AudioScheduledSourceNode.h   # Base for start/stop sources (INTERNAL)
│   ├── AudioBufferBaseSourceNode.h  # Base for buffer playback (INTERNAL)
│   ├── OscillatorNode.h / .cpp
│   ├── AudioBufferSourceNode.h / .cpp
│   ├── AudioBufferQueueSourceNode.h / .cpp
│   ├── ConstantSourceNode.h / .cpp
│   ├── WorkletSourceNode.h / .cpp
│   └── RecorderAdapterNode.h / .cpp
├── effects/
│   ├── GainNode.h / .cpp
│   ├── BiquadFilterNode.h / .cpp
│   ├── DelayNode.h / .cpp
│   ├── IIRFilterNode.h / .cpp
│   ├── StereoPannerNode.h / .cpp
│   ├── WaveShaperNode.h / .cpp
│   ├── ConvolverNode.h / .cpp
│   ├── WorkletNode.h / .cpp
│   └── PeriodicWave.h / .cpp        # Wave table (not a node)
├── analysis/
│   └── AnalyserNode.h / .cpp
├── destinations/
│   └── AudioDestinationNode.h / .cpp
├── inputs/
│   └── AudioRecorder.h / .cpp
└── utils/
    └── AudioGraphManager.h / .cpp

The Audio Thread Contract

processNode() runs on the audio thread — the real-time rendering thread driven by the native audio driver (Oboe on Android, CoreAudio on iOS). This thread has strict requirements:

MUST NOT in processNode():

  • Allocate or free memory (new, delete, malloc, free, std::vector::push_back that grows, etc.)
  • Acquire any mutex or lock (std::mutex, std::lock_guard, etc.)
  • Make any blocking syscall (file I/O, socket, sleep, wait)
  • Call into JavaScript — no JSI calls, no callInvoker_->invokeSync()
  • Throw exceptions (or rely on exception unwinding paths that allocate)

Preallocate everything in the constructor:

// Constructor — JS thread, allocations OK
GainNode::GainNode(const std::shared_ptr<BaseAudioContext> &context, const GainOptions &options)
    : AudioNode(context, options) {
  // Preallocate the AudioBuffer used during processing
  audioBuffer_ = std::make_shared<AudioBuffer>(channelCount_, context->getBufferSize());

  // Preallocate params — they own their internal AudioBuffer too
  gainParam_ = std::make_shared<AudioParam>(
      options.gain, -3.4028234663852886e+38f, 3.4028234663852886e+38f, context);
}

// processNode — audio thread, NO allocations
std::shared_ptr<AudioBuffer> GainNode::processNode(
    const std::shared_ptr<AudioBuffer> &processingBuffer,
    int framesToProcess) {
  // Already-allocated buffer reused each render quantum
  auto gainValues = gainParam_->processARateParam(framesToProcess, time);
  for (size_t i = 0; i < processingBuffer->getNumberOfChannels(); i++) {
    processingBuffer->getChannel(i)->multiply(*gainValues->getChannel(0), framesToProcess);
  }
  return processingBuffer;
}

Processable State (reverse-topo pull)

Which nodes run each render quantum is decided by AudioGraph::settleProcessableState(), run inside Graph::process() after toposort/compaction and before the forward iter() pass. It is an audio-thread-only concern — never derived from HostGraph adjacency (that mutates on the JS thread under nodesMutex_).

GraphObject::PROCESSABLE_STATE:

  • ALWAYS_PROCESSABLE — seed / pull root. Set in ctors of AudioDestinationNode and AnalyserNode. Never reset by settle.
  • CONDITIONAL_PROCESSABLE — on this quantum because something processable downstream pulls it. Recomputed from scratch every quantum.
  • NOT_PROCESSABLE — idle / disconnected / default.

Settle algorithm (allocation-free):

  1. Reverse pull: walk the topo-sorted node array sinks → sources; for every ALWAYS_/CONDITIONAL_PROCESSABLE node, mark its inputs (and processable-links) CONDITIONAL_PROCESSABLE. Iterates to a fixpoint for processable-links.
  2. End-of-quantum demotion: after processInputs(), each node that was CONDITIONAL_PROCESSABLE flips back to NOT_PROCESSABLE in GraphObject::process(). That replaces a global reset at the start of settle — nodes that ran last quantum are already idle when the next pull begins.

Key invariants:

  • Pull from processableState_, never AudioNode::isProcessable(). A tail-bearing node (Delay/Convolver/Biquad) overrides isProcessable() to stay true while its tail drains after a disconnect; using that for the pull would wrongly re-activate its whole upstream cone. The tail node stays scheduled via that override; its processableState_ is NOT_PROCESSABLE, so it correctly does not pull upstream.
  • disable() is sticky. AudioNode::disable() sets NOT_PROCESSABLE and excludeFromProcessablePull_ = true, so a finished source still wired to a live consumer is not re-activated by the every-quantum pull. Sources call disable() from the audio thread when playback finishes.
  • DelayReader → DelayWriter have no audio edge (they share a ring buffer). Graph::linkNodes(reader, writer) records a processable-link, mirrored onto AudioGraph::Node::link_head. Settle follows links so pulling the reader also pulls the writer and the writer's inputs. Links are NOT part of the topological sort (that would create a cycle for feedback delays).

Class Hierarchy

classDiagram
  direction TD

  class AudioScheduledSourceNode {
    <<internal base>>
    start(when)
    stop(when)
  }
  class AudioBufferBaseSourceNode {
    <<internal base>>
    playbackRate AudioParam
    detune AudioParam
  }

  AudioNode <|-- AudioScheduledSourceNode
  AudioNode <|-- GainNode
  AudioNode <|-- BiquadFilterNode
  AudioNode <|-- DelayNode
  AudioNode <|-- IIRFilterNode
  AudioNode <|-- StereoPannerNode
  AudioNode <|-- WaveShaperNode
  AudioNode <|-- ConvolverNode
  AudioNode <|-- WorkletNode
  AudioNode <|-- AnalyserNode
  AudioNode <|-- AudioDestinationNode
  AudioNode <|-- AudioRecorder

  AudioScheduledSourceNode <|-- AudioBufferBaseSourceNode
  AudioScheduledSourceNode <|-- OscillatorNode
  AudioScheduledSourceNode <|-- ConstantSourceNode
  AudioScheduledSourceNode <|-- WorkletSourceNode

  AudioBufferBaseSourceNode <|-- AudioBufferSourceNode
  AudioBufferBaseSourceNode <|-- AudioBufferQueueSourceNode

AudioScheduledSourceNode (internal only — not exposed to JS directly)

Base class for source nodes that have a scheduled start and stop time. Not instantiated directly.

// Playback state machine
enum class PlaybackState {
  UNSCHEDULED,      // before start() called
  SCHEDULED,        // start() called, waiting for startTime_
  PLAYING,          // actively producing audio
  STOP_SCHEDULED,   // stop() called, waiting for stopTime_
  FINISHED          // done, node will be disabled
};

Subclasses call updatePlaybackInfo(currentTime, framesToProcess) at the top of processNode() to transition the state machine and handle sample-accurate start/stop.

When the node finishes, fire the ENDED event to JS via audioEventHandlerRegistry_->invokeHandlerWithEventBody(AudioEvent::ENDED, {}).


processNode() Signature

protected:
  // Audio-thread only
  virtual std::shared_ptr<AudioBuffer> processNode(
      const std::shared_ptr<AudioBuffer> &processingBuffer,
      int framesToProcess) = 0;
  • processingBuffer — already contains the mixed input from all connected input nodes. Modify in-place and return it.
  • framesToProcess — number of samples per channel to process, typically 128 (RENDER_QUANTUM_SIZE).
  • Called by AudioNode::processAudio() which handles input mixing, channel count modes, and deduplication (via lastRenderedFrame_).

Thread Annotations in Header Files

Annotate every method with the thread it is safe to call from. Use comments in the header:

class MyNode : public AudioNode {
 public:
  // JS-thread only
  void setSomething(float value);
  float getSomething() const;

 protected:
  // Audio-thread only
  std::shared_ptr<AudioBuffer> processNode(
      const std::shared_ptr<AudioBuffer> &processingBuffer,
      int framesToProcess) override;
};

In AudioParam.h the pattern is:

/// JS-Thread only methods
[[nodiscard]] inline float getValue() const noexcept { ... }
void setValue(float value);
void setValueAtTime(float value, double startTime);

/// Audio-Thread only methods
std::shared_ptr<AudioBuffer> processARateParam(int framesToProcess, double time);
float processKRateParam(int framesToProcess, double time);

AudioParam — Automatable Parameters

Every automatable property (frequency, gain, detune, Q, etc.) is an AudioParam.

gainParam_ = std::make_shared<AudioParam>(
    defaultValue,
    minValue,
    maxValue,
    context
);

A-rate vs K-rate

  • A-rate (audio-rate): one value per sample — use when the parameter can change significantly within a render quantum (e.g. frequency modulation)

    // Call processARateParam() for per-sample values — returns AudioBuffer, no allocation
    auto gainValues = gainParam_->processARateParam(framesToProcess, time);
    float *values = gainValues->getChannel(0)->getData();
    // values[i] is the gain for frame i
    
  • K-rate (control-rate): one value per render quantum — use when the parameter changes slowly

    // Call processKRateParam() for a single block-wide value
    float gain = gainParam_->processKRateParam(framesToProcess, time);
    // Single value for the whole block
    

JS → Audio Thread parameter updates

CrossThreadEventScheduler<T> is a lock-free SPSC channel. When JS calls param.setValueAtTime(...), it enqueues a lambda on the scheduler. The audio thread drains the queue at the start of each processARateParam / processKRateParam call.

// JS-thread (in AudioParam):
void AudioParam::setValueAtTime(float value, double startTime) {
  eventScheduler_.scheduleEvent([value, startTime](AudioParam &param) {
    param.eventsQueue_.insertEvent(...);
  });
}

// Audio-thread (inside processARateParam):
eventScheduler_.processAllEvents(*this);  // drain all pending events

Important: HostObject setters forward to the node/param asynchronously through this scheduler. By the time processNode() runs, the queued update may or may not have been applied yet, depending on timing. Design accordingly — never assume immediate consistency.


Cross-Thread Communication Patterns

JS → Audio (parameter/graph updates)

Use CrossThreadEventScheduler (lock-free SPSC queue). See utils/CrossThreadEventScheduler.hpp.

Audio → JS (events like ended, loopEnded, positionChanged)

Use IAudioEventHandlerRegistry::invokeHandlerWithEventBody() which internally calls callInvoker_->invokeAsync() — this safely schedules the JS callback on the JS thread from the audio thread.

// Audio-thread: fire 'ended' event
audioEventHandlerRegistry_->invokeHandlerWithEventBody(
    AudioEvent::ENDED, {});

Callback IDs are stored as std::atomic<uint64_t> on the node. 0 means no listener registered.

JS → Audio (graph mutations: connect/disconnect)

All graph mutations are queued via AudioGraphManager using its own SPSC channel (addPendingNodeConnection, addPendingParamConnection). The audio thread calls graphManager_->preProcessGraph() before each render pass to apply pending changes.


Implementing a New Node — Checklist

  1. Subclass the right base

    • AudioNode — standard effect or analysis node
    • AudioScheduledSourceNode — source with start/stop scheduling
    • AudioBufferBaseSourceNode — source that plays back an AudioBuffer with pitch control
  2. Header file (core/<category>/MyNode.h)

    • Annotate every method with // JS-thread only or // Audio-thread only
    • Declare processNode() in protected:
    • Declare AudioParam members for automatable properties
    • Preallocate all buffers you'll need in private: state
  3. Constructor (runs on JS thread)

    • Call AudioNode(context, options) base constructor with correct numberOfInputs, numberOfOutputs
    • Create all AudioParam instances with correct default/min/max values from the Web Audio spec
    • Preallocate any DSP state buffers (IIR delay lines, ring buffers, etc.)
    • Do NOT call context_->... in processNode() for anything that could block
  4. processNode() (runs on audio thread)

    • Call context_.lock() to get a shared_ptr<BaseAudioContext> — return early if null
    • Call context->getCurrentTime() for automation timing
    • Use processARateParam() or processKRateParam() to read param values
    • Process samples in-place on processingBuffer
    • No allocations, no locks, no blocking I/O
  5. HostObject (see the host-objects skill)

    • Create MyNodeHostObject extending AudioNodeHostObject
    • Add factory method to BaseAudioContextHostObject (createMyNode)
    • Add factory method to BaseAudioContext C++ class
  6. TypeScript API (see the turbo-modules skill)

    • Add TS class in src/core/
    • Export from package index
  7. Spec compliance

    • Check the Web Audio API spec for default values, parameter ranges, and behavior
    • See web-audio-api.md skill
  8. Tests and docs — see the flow skill

See full GainNode example for a complete header + .cpp reference implementation.


Web Audio API Spec Reference

All node behavior (parameter names, default values, valid ranges, processing semantics) must match the spec:

Key spec-defined constraints already encoded in the codebase:

  • AudioParam min/max values come from spec tables
  • GainNode.gain default = 1.0, no clamping
  • BiquadFilterNode.frequency default = 350 Hz, range [Nyquist - epsilon, Nyquist]
  • OscillatorNode.frequency default = 440 Hz
  • Render quantum = 128 frames

Maintenance: see maintenance.md.