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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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35 #include "wtf/RefPtr.h" | 35 #include "wtf/RefPtr.h" |
36 #include "wtf/Threading.h" | 36 #include "wtf/Threading.h" |
37 | 37 |
38 namespace WebCore { | 38 namespace WebCore { |
39 | 39 |
40 class AudioContext; | 40 class AudioContext; |
41 | 41 |
42 // AudioBufferSourceNode is an AudioNode representing an audio source from an in
-memory audio asset represented by an AudioBuffer. | 42 // AudioBufferSourceNode is an AudioNode representing an audio source from an in
-memory audio asset represented by an AudioBuffer. |
43 // It generally will be used for short sounds which require a high degree of sch
eduling flexibility (can playback in rhythmically perfect ways). | 43 // It generally will be used for short sounds which require a high degree of sch
eduling flexibility (can playback in rhythmically perfect ways). |
44 | 44 |
45 class AudioBufferSourceNode : public AudioScheduledSourceNode { | 45 class AudioBufferSourceNode FINAL : public AudioScheduledSourceNode { |
46 public: | 46 public: |
47 static PassRefPtr<AudioBufferSourceNode> create(AudioContext*, float sampleR
ate); | 47 static PassRefPtr<AudioBufferSourceNode> create(AudioContext*, float sampleR
ate); |
48 | 48 |
49 virtual ~AudioBufferSourceNode(); | 49 virtual ~AudioBufferSourceNode(); |
50 | 50 |
51 // AudioNode | 51 // AudioNode |
52 virtual void process(size_t framesToProcess); | 52 virtual void process(size_t framesToProcess) OVERRIDE; |
53 virtual void reset(); | 53 virtual void reset() OVERRIDE; |
54 | 54 |
55 // setBuffer() is called on the main thread. This is the buffer we use for p
layback. | 55 // setBuffer() is called on the main thread. This is the buffer we use for p
layback. |
56 void setBuffer(AudioBuffer*, ExceptionState&); | 56 void setBuffer(AudioBuffer*, ExceptionState&); |
57 AudioBuffer* buffer() { return m_buffer.get(); } | 57 AudioBuffer* buffer() { return m_buffer.get(); } |
58 | 58 |
59 // numberOfChannels() returns the number of output channels. This value equ
als the number of channels from the buffer. | 59 // numberOfChannels() returns the number of output channels. This value equ
als the number of channels from the buffer. |
60 // If a new buffer is set with a different number of channels, then this val
ue will dynamically change. | 60 // If a new buffer is set with a different number of channels, then this val
ue will dynamically change. |
61 unsigned numberOfChannels(); | 61 unsigned numberOfChannels(); |
62 | 62 |
63 // Play-state | 63 // Play-state |
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81 void setLoopEnd(double loopEnd) { m_loopEnd = loopEnd; } | 81 void setLoopEnd(double loopEnd) { m_loopEnd = loopEnd; } |
82 | 82 |
83 AudioParam* gain() { return m_gain.get(); } | 83 AudioParam* gain() { return m_gain.get(); } |
84 AudioParam* playbackRate() { return m_playbackRate.get(); } | 84 AudioParam* playbackRate() { return m_playbackRate.get(); } |
85 | 85 |
86 // If a panner node is set, then we can incorporate doppler shift into the p
layback pitch rate. | 86 // If a panner node is set, then we can incorporate doppler shift into the p
layback pitch rate. |
87 void setPannerNode(PannerNode*); | 87 void setPannerNode(PannerNode*); |
88 void clearPannerNode(); | 88 void clearPannerNode(); |
89 | 89 |
90 // If we are no longer playing, propogate silence ahead to downstream nodes. | 90 // If we are no longer playing, propogate silence ahead to downstream nodes. |
91 virtual bool propagatesSilence() const; | 91 virtual bool propagatesSilence() const OVERRIDE; |
92 | 92 |
93 // AudioScheduledSourceNode | 93 // AudioScheduledSourceNode |
94 virtual void finish() OVERRIDE; | 94 virtual void finish() OVERRIDE; |
95 | 95 |
96 private: | 96 private: |
97 AudioBufferSourceNode(AudioContext*, float sampleRate); | 97 AudioBufferSourceNode(AudioContext*, float sampleRate); |
98 | 98 |
99 void startPlaying(bool isGrain, double when, double grainOffset, double grai
nDuration, ExceptionState&); | 99 void startPlaying(bool isGrain, double when, double grainOffset, double grai
nDuration, ExceptionState&); |
100 | 100 |
101 // Returns true on success. | 101 // Returns true on success. |
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142 // the pitch rate. We manually manage ref-counting because we want to use Re
fTypeConnection. | 142 // the pitch rate. We manually manage ref-counting because we want to use Re
fTypeConnection. |
143 PannerNode* m_pannerNode; | 143 PannerNode* m_pannerNode; |
144 | 144 |
145 // This synchronizes process() with setBuffer() which can cause dynamic chan
nel count changes. | 145 // This synchronizes process() with setBuffer() which can cause dynamic chan
nel count changes. |
146 mutable Mutex m_processLock; | 146 mutable Mutex m_processLock; |
147 }; | 147 }; |
148 | 148 |
149 } // namespace WebCore | 149 } // namespace WebCore |
150 | 150 |
151 #endif // AudioBufferSourceNode_h | 151 #endif // AudioBufferSourceNode_h |
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