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1 /* | 1 /* |
2 * Copyright (C) 2010, Google Inc. All rights reserved. | 2 * Copyright (C) 2010, Google Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * 1. Redistributions of source code must retain the above copyright | 7 * 1. Redistributions of source code must retain the above copyright |
8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
9 * 2. Redistributions in binary form must reproduce the above copyright | 9 * 2. Redistributions in binary form must reproduce the above copyright |
10 * notice, this list of conditions and the following disclaimer in the | 10 * notice, this list of conditions and the following disclaimer in the |
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33 #include "wtf/RefPtr.h" | 33 #include "wtf/RefPtr.h" |
34 #include "wtf/Vector.h" | 34 #include "wtf/Vector.h" |
35 | 35 |
36 #define DEBUG_AUDIONODE_REFERENCES 0 | 36 #define DEBUG_AUDIONODE_REFERENCES 0 |
37 | 37 |
38 namespace blink { | 38 namespace blink { |
39 | 39 |
40 class AudioContext; | 40 class AudioContext; |
41 class AudioNodeInput; | 41 class AudioNodeInput; |
42 class AudioNodeOutput; | 42 class AudioNodeOutput; |
43 class AudioParam; | 43 class AudioParamHandler; |
44 class ExceptionState; | 44 class ExceptionState; |
45 | 45 |
46 // An AudioNode is the basic building block for handling audio within an AudioCo
ntext. | 46 // An AudioNode is the basic building block for handling audio within an AudioCo
ntext. |
47 // It may be an audio source, an intermediate processing module, or an audio des
tination. | 47 // It may be an audio source, an intermediate processing module, or an audio des
tination. |
48 // Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inpu
ts and a single output. | 48 // Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inpu
ts and a single output. |
49 // An AudioDestinationNode has one input and no outputs and represents the final
destination to the audio hardware. | 49 // An AudioDestinationNode has one input and no outputs and represents the final
destination to the audio hardware. |
50 // Most processing nodes such as filters will have one input and one output, alt
hough multiple inputs and outputs are possible. | 50 // Most processing nodes such as filters will have one input and one output, alt
hough multiple inputs and outputs are possible. |
51 | 51 |
52 class AudioNode : public RefCountedGarbageCollectedEventTargetWithInlineData<Aud
ioNode> { | 52 class AudioNode : public RefCountedGarbageCollectedEventTargetWithInlineData<Aud
ioNode> { |
53 DEFINE_EVENT_TARGET_REFCOUNTING_WILL_BE_REMOVED(RefCountedGarbageCollected<A
udioNode>); | 53 DEFINE_EVENT_TARGET_REFCOUNTING_WILL_BE_REMOVED(RefCountedGarbageCollected<A
udioNode>); |
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130 bool isInitialized() const { return m_isInitialized; } | 130 bool isInitialized() const { return m_isInitialized; } |
131 | 131 |
132 unsigned numberOfInputs() const { return m_inputs.size(); } | 132 unsigned numberOfInputs() const { return m_inputs.size(); } |
133 unsigned numberOfOutputs() const { return m_outputs.size(); } | 133 unsigned numberOfOutputs() const { return m_outputs.size(); } |
134 | 134 |
135 AudioNodeInput* input(unsigned); | 135 AudioNodeInput* input(unsigned); |
136 AudioNodeOutput* output(unsigned); | 136 AudioNodeOutput* output(unsigned); |
137 | 137 |
138 // Called from main thread by corresponding JavaScript methods. | 138 // Called from main thread by corresponding JavaScript methods. |
139 virtual void connect(AudioNode*, unsigned outputIndex, unsigned inputIndex,
ExceptionState&); | 139 virtual void connect(AudioNode*, unsigned outputIndex, unsigned inputIndex,
ExceptionState&); |
140 void connect(AudioParam*, unsigned outputIndex, ExceptionState&); | 140 void connect(AudioParamHandler*, unsigned outputIndex, ExceptionState&); |
141 | 141 |
142 virtual void disconnect(); | 142 virtual void disconnect(); |
143 virtual void disconnect(unsigned outputIndex, ExceptionState&); | 143 virtual void disconnect(unsigned outputIndex, ExceptionState&); |
144 virtual void disconnect(AudioNode*, ExceptionState&); | 144 virtual void disconnect(AudioNode*, ExceptionState&); |
145 virtual void disconnect(AudioNode*, unsigned outputIndex, ExceptionState&); | 145 virtual void disconnect(AudioNode*, unsigned outputIndex, ExceptionState&); |
146 virtual void disconnect(AudioNode*, unsigned outputIndex, unsigned inputInde
x, ExceptionState&); | 146 virtual void disconnect(AudioNode*, unsigned outputIndex, unsigned inputInde
x, ExceptionState&); |
147 virtual void disconnect(AudioParam*, ExceptionState&); | 147 virtual void disconnect(AudioParamHandler*, ExceptionState&); |
148 virtual void disconnect(AudioParam*, unsigned outputIndex, ExceptionState&); | 148 virtual void disconnect(AudioParamHandler*, unsigned outputIndex, ExceptionS
tate&); |
149 | 149 |
150 // Like disconnect, but no exception is thrown if the outputIndex is invalid
. Just do nothing | 150 // Like disconnect, but no exception is thrown if the outputIndex is invalid
. Just do nothing |
151 // in that case. | 151 // in that case. |
152 virtual void disconnectWithoutException(unsigned outputIndex); | 152 virtual void disconnectWithoutException(unsigned outputIndex); |
153 | 153 |
154 virtual float sampleRate() const { return m_sampleRate; } | 154 virtual float sampleRate() const { return m_sampleRate; } |
155 | 155 |
156 // processIfNecessary() is called by our output(s) when the rendering graph
needs this AudioNode to process. | 156 // processIfNecessary() is called by our output(s) when the rendering graph
needs this AudioNode to process. |
157 // This method ensures that the AudioNode will only process once per renderi
ng time quantum even if it's called repeatedly. | 157 // This method ensures that the AudioNode will only process once per renderi
ng time quantum even if it's called repeatedly. |
158 // This handles the case of "fanout" where an output is connected to multipl
e AudioNode inputs. | 158 // This handles the case of "fanout" where an output is connected to multipl
e AudioNode inputs. |
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251 ChannelCountMode m_channelCountMode; | 251 ChannelCountMode m_channelCountMode; |
252 AudioBus::ChannelInterpretation m_channelInterpretation; | 252 AudioBus::ChannelInterpretation m_channelInterpretation; |
253 // The new channel count mode that will be used to set the actual mode in th
e pre or post | 253 // The new channel count mode that will be used to set the actual mode in th
e pre or post |
254 // rendering phase. | 254 // rendering phase. |
255 ChannelCountMode m_newChannelCountMode; | 255 ChannelCountMode m_newChannelCountMode; |
256 }; | 256 }; |
257 | 257 |
258 } // namespace blink | 258 } // namespace blink |
259 | 259 |
260 #endif // AudioNode_h | 260 #endif // AudioNode_h |
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