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Side by Side Diff: Source/modules/webaudio/AudioNode.h

Issue 1017983003: Web Audio: Rename AudioParam class to AudioParamHandler. (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Created 5 years, 9 months ago
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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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