Index: Source/modules/webaudio/AudioBufferSourceNode.h |
diff --git a/Source/modules/webaudio/AudioBufferSourceNode.h b/Source/modules/webaudio/AudioBufferSourceNode.h |
index 9eafdb201b4307bfd0c3ada0c0b149f3e2f9c897..e9916cbb0a93d2d852360704c1318a470d5169ce 100644 |
--- a/Source/modules/webaudio/AudioBufferSourceNode.h |
+++ b/Source/modules/webaudio/AudioBufferSourceNode.h |
@@ -42,15 +42,15 @@ class AudioContext; |
// AudioBufferSourceNode is an AudioNode representing an audio source from an in-memory audio asset represented by an AudioBuffer. |
// It generally will be used for short sounds which require a high degree of scheduling flexibility (can playback in rhythmically perfect ways). |
-class AudioBufferSourceNode : public AudioScheduledSourceNode { |
+class AudioBufferSourceNode FINAL : public AudioScheduledSourceNode { |
public: |
static PassRefPtr<AudioBufferSourceNode> create(AudioContext*, float sampleRate); |
virtual ~AudioBufferSourceNode(); |
// AudioNode |
- virtual void process(size_t framesToProcess); |
- virtual void reset(); |
+ virtual void process(size_t framesToProcess) OVERRIDE; |
+ virtual void reset() OVERRIDE; |
// setBuffer() is called on the main thread. This is the buffer we use for playback. |
void setBuffer(AudioBuffer*, ExceptionState&); |
@@ -88,7 +88,7 @@ public: |
void clearPannerNode(); |
// If we are no longer playing, propogate silence ahead to downstream nodes. |
- virtual bool propagatesSilence() const; |
+ virtual bool propagatesSilence() const OVERRIDE; |
// AudioScheduledSourceNode |
virtual void finish() OVERRIDE; |