Index: Source/modules/webaudio/AudioContext.cpp |
diff --git a/Source/modules/webaudio/AudioContext.cpp b/Source/modules/webaudio/AudioContext.cpp |
index c244bed068a7de453e29134918ba8878e6637675..f928e26e8bd252ac6a6a9b4a83eead531b0b5890 100644 |
--- a/Source/modules/webaudio/AudioContext.cpp |
+++ b/Source/modules/webaudio/AudioContext.cpp |
@@ -128,12 +128,6 @@ AudioContext::AudioContext(Document* document) |
constructCommon(); |
m_destinationNode = DefaultAudioDestinationNode::create(this); |
- |
- // This sets in motion an asynchronous loading mechanism on another thread. |
- // We can check m_hrtfDatabaseLoader->isLoaded() to find out whether or not it has been fully loaded. |
- // It's not that useful to have a callback function for this since the audio thread automatically starts rendering on the graph |
- // when this has finished (see AudioDestinationNode). |
- m_hrtfDatabaseLoader = HRTFDatabaseLoader::createAndLoadAsynchronouslyIfNecessary(sampleRate()); |
} |
// Constructor for offline (non-realtime) rendering. |
@@ -152,8 +146,6 @@ AudioContext::AudioContext(Document* document, unsigned numberOfChannels, size_t |
{ |
constructCommon(); |
- m_hrtfDatabaseLoader = HRTFDatabaseLoader::createAndLoadAsynchronouslyIfNecessary(sampleRate); |
- |
// Create a new destination for offline rendering. |
m_renderTarget = AudioBuffer::create(numberOfChannels, numberOfFrames, sampleRate); |
ASSERT(m_renderTarget); |
@@ -260,15 +252,6 @@ bool AudioContext::isInitialized() const |
return m_isInitialized; |
} |
-bool AudioContext::isRunnable() const |
-{ |
- if (!isInitialized()) |
- return false; |
- |
- // Check with the HRTF spatialization system to see if it's finished loading. |
- return m_hrtfDatabaseLoader->isLoaded(); |
-} |
- |
void AudioContext::stopDispatch(void* userData) |
{ |
AudioContext* context = reinterpret_cast<AudioContext*>(userData); |