| 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;
|
|
|