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Unified Diff: third_party/WebKit/Source/modules/webaudio/AudioNode.h

Issue 2389253002: reflow comments in modules/{webaudio,vr} (Closed)
Patch Set: . Created 4 years, 2 months ago
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Index: third_party/WebKit/Source/modules/webaudio/AudioNode.h
diff --git a/third_party/WebKit/Source/modules/webaudio/AudioNode.h b/third_party/WebKit/Source/modules/webaudio/AudioNode.h
index 5069634a94bb4311f6d17b9b408504b9da4a08c5..a75a5f4b44ef48d1dc927895719f08a66c0fd810 100644
--- a/third_party/WebKit/Source/modules/webaudio/AudioNode.h
+++ b/third_party/WebKit/Source/modules/webaudio/AudioNode.h
@@ -48,11 +48,14 @@ class AudioNodeOutput;
class AudioParam;
class ExceptionState;
-// An AudioNode is the basic building block for handling audio within an BaseAudioContext.
-// It may be an audio source, an intermediate processing module, or an audio destination.
-// Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inputs and a single output.
-// An AudioDestinationNode has one input and no outputs and represents the final destination to the audio hardware.
-// Most processing nodes such as filters will have one input and one output, although multiple inputs and outputs are possible.
+// An AudioNode is the basic building block for handling audio within an
+// BaseAudioContext. It may be an audio source, an intermediate processing
+// module, or an audio destination. Each AudioNode can have inputs and/or
+// outputs. An AudioSourceNode has no inputs and a single output.
+// An AudioDestinationNode has one input and no outputs and represents the final
+// destination to the audio hardware. Most processing nodes such as filters
+// will have one input and one output, although multiple inputs and outputs are
+// possible.
// Each of AudioNode objects owns its dedicated AudioHandler object. AudioNode
// is responsible to provide IDL-accessible interface and its lifetime is
@@ -107,10 +110,10 @@ class MODULES_EXPORT AudioHandler : public ThreadSafeRefCounted<AudioHandler> {
// nullptr after dispose(). We must not call node() in an audio rendering
// thread.
AudioNode* node() const;
- // context() returns a valid object until the BaseAudioContext dies, and returns
- // nullptr otherwise. This always returns a valid object in an audio
- // rendering thread, and inside dispose(). We must not call context() in
- // the destructor.
+ // context() returns a valid object until the BaseAudioContext dies, and
+ // returns nullptr otherwise. This always returns a valid object in an audio
+ // rendering thread, and inside dispose(). We must not call context() in the
+ // destructor.
virtual BaseAudioContext* context() const;
void clearContext() { m_context = nullptr; }
@@ -128,11 +131,13 @@ class MODULES_EXPORT AudioHandler : public ThreadSafeRefCounted<AudioHandler> {
// This function must be called before releasing a connection reference.
void breakConnection();
- // Can be called from main thread or context's audio thread. It must be called while the context's graph lock is held.
+ // Can be called from main thread or context's audio thread. It must be
+ // called while the context's graph lock is held.
void breakConnectionWithLock();
- // The AudioNodeInput(s) (if any) will already have their input data available when process() is called.
- // Subclasses will take this input data and put the results in the AudioBus(s) of its AudioNodeOutput(s) (if any).
+ // The AudioNodeInput(s) (if any) will already have their input data available
+ // when process() is called. Subclasses will take this input data and put the
+ // results in the AudioBus(s) of its AudioNodeOutput(s) (if any).
// Called from context's audio thread.
virtual void process(size_t framesToProcess) = 0;
@@ -164,15 +169,17 @@ class MODULES_EXPORT AudioHandler : public ThreadSafeRefCounted<AudioHandler> {
virtual float sampleRate() const { return m_sampleRate; }
- // processIfNecessary() is called by our output(s) when the rendering graph needs this AudioNode to process.
- // This method ensures that the AudioNode will only process once per rendering time quantum even if it's called repeatedly.
- // This handles the case of "fanout" where an output is connected to multiple AudioNode inputs.
- // Called from context's audio thread.
+ // processIfNecessary() is called by our output(s) when the rendering graph
+ // needs this AudioNode to process. This method ensures that the AudioNode
+ // will only process once per rendering time quantum even if it's called
+ // repeatedly. This handles the case of "fanout" where an output is connected
+ // to multiple AudioNode inputs. Called from context's audio thread.
void processIfNecessary(size_t framesToProcess);
- // Called when a new connection has been made to one of our inputs or the connection number of channels has changed.
- // This potentially gives us enough information to perform a lazy initialization or, if necessary, a re-initialization.
- // Called from main thread.
+ // Called when a new connection has been made to one of our inputs or the
+ // connection number of channels has changed. This potentially gives us
+ // enough information to perform a lazy initialization or, if necessary, a
+ // re-initialization. Called from main thread.
virtual void checkNumberOfChannelsForInput(AudioNodeInput*);
#if DEBUG_AUDIONODE_REFERENCES
@@ -191,8 +198,10 @@ class MODULES_EXPORT AudioHandler : public ThreadSafeRefCounted<AudioHandler> {
// latency.
virtual double latencyTime() const;
- // propagatesSilence() should return true if the node will generate silent output when given silent input. By default, AudioNode
- // will take tailTime() and latencyTime() into account when determining whether the node will propagate silence.
+ // propagatesSilence() should return true if the node will generate silent
+ // output when given silent input. By default, AudioNode will take tailTime()
+ // and latencyTime() into account when determining whether the node will
+ // propagate silence.
virtual bool propagatesSilence() const;
bool inputsAreSilent();
void silenceOutputs();
@@ -226,9 +235,10 @@ class MODULES_EXPORT AudioHandler : public ThreadSafeRefCounted<AudioHandler> {
void addInput();
void addOutput(unsigned numberOfChannels);
- // Called by processIfNecessary() to cause all parts of the rendering graph connected to us to process.
- // Each rendering quantum, the audio data for each of the AudioNode's inputs will be available after this method is called.
- // Called from context's audio thread.
+ // Called by processIfNecessary() to cause all parts of the rendering graph
+ // connected to us to process. Each rendering quantum, the audio data for
+ // each of the AudioNode's inputs will be available after this method is
+ // called. Called from context's audio thread.
virtual void pullInputs(size_t framesToProcess);
// Force all inputs to take any channel interpretation changes into account.
@@ -279,8 +289,8 @@ class MODULES_EXPORT AudioHandler : public ThreadSafeRefCounted<AudioHandler> {
void setInternalChannelInterpretation(AudioBus::ChannelInterpretation);
unsigned m_channelCount;
- // The new channel count mode that will be used to set the actual mode in the pre or post
- // rendering phase.
+ // The new channel count mode that will be used to set the actual mode in the
+ // pre or post rendering phase.
ChannelCountMode m_newChannelCountMode;
// The new channel interpretation that will be used to set the actual
// intepretation in the pre or post rendering phase.
@@ -328,8 +338,8 @@ class MODULES_EXPORT AudioNode : public EventTargetWithInlineData {
// Called inside AudioHandler constructors.
void didAddOutput(unsigned numberOfOutputs);
- // Like disconnect, but no exception is thrown if the outputIndex is invalid. Just do nothing
- // in that case.
+ // Like disconnect, but no exception is thrown if the outputIndex is invalid.
+ // Just do nothing in that case.
void disconnectWithoutException(unsigned outputIndex);
protected:
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