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Unified Diff: third_party/WebKit/Source/modules/webaudio/AudioNodeOutput.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/AudioNodeOutput.h
diff --git a/third_party/WebKit/Source/modules/webaudio/AudioNodeOutput.h b/third_party/WebKit/Source/modules/webaudio/AudioNodeOutput.h
index 2c6e62cd9ebcd58ca582203492e17edb4c9baeb2..d9a40adf23ebbcb73a919e0572a6b849a67175a0 100644
--- a/third_party/WebKit/Source/modules/webaudio/AudioNodeOutput.h
+++ b/third_party/WebKit/Source/modules/webaudio/AudioNodeOutput.h
@@ -49,17 +49,20 @@ class AudioNodeOutput final {
unsigned numberOfChannels);
void dispose();
- // Causes our AudioNode to process if it hasn't already for this render quantum.
- // It returns the bus containing the processed audio for this output, returning inPlaceBus if in-place processing was possible.
- // Called from context's audio thread.
+ // Causes our AudioNode to process if it hasn't already for this render
+ // quantum. It returns the bus containing the processed audio for this
+ // output, returning inPlaceBus if in-place processing was possible. Called
+ // from context's audio thread.
AudioBus* pull(AudioBus* inPlaceBus, size_t framesToProcess);
- // bus() will contain the rendered audio after pull() is called for each rendering time quantum.
+ // bus() will contain the rendered audio after pull() is called for each
+ // rendering time quantum.
// Called from context's audio thread.
AudioBus* bus() const;
- // renderingFanOutCount() is the number of AudioNodeInputs that we're connected to during rendering.
- // Unlike fanOutCount() it will not change during the course of a render quantum.
+ // renderingFanOutCount() is the number of AudioNodeInputs that we're
+ // connected to during rendering. Unlike fanOutCount() it will not change
+ // during the course of a render quantum.
unsigned renderingFanOutCount() const;
// Must be called with the context's graph lock.
@@ -79,13 +82,15 @@ class AudioNodeOutput final {
bool isConnectedToInput(AudioNodeInput&);
bool isConnectedToAudioParam(AudioParamHandler&);
- // Disable/Enable happens when there are still JavaScript references to a node, but it has otherwise "finished" its work.
- // For example, when a note has finished playing. It is kept around, because it may be played again at a later time.
- // They must be called with the context's graph lock.
+ // Disable/Enable happens when there are still JavaScript references to a
+ // node, but it has otherwise "finished" its work. For example, when a note
+ // has finished playing. It is kept around, because it may be played again at
+ // a later time. They must be called with the context's graph lock.
void disable();
void enable();
- // updateRenderingState() is called in the audio thread at the start or end of the render quantum to handle any recent changes to the graph state.
+ // updateRenderingState() is called in the audio thread at the start or end of
+ // the render quantum to handle any recent changes to the graph state.
// It must be called with the context's graph lock.
void updateRenderingState();
@@ -112,12 +117,14 @@ class AudioNodeOutput final {
void removeParam(AudioParamHandler&);
// fanOutCount() is the number of AudioNodeInputs that we're connected to.
- // This method should not be called in audio thread rendering code, instead renderingFanOutCount() should be used.
+ // This method should not be called in audio thread rendering code, instead
+ // renderingFanOutCount() should be used.
// It must be called with the context's graph lock.
unsigned fanOutCount();
- // Similar to fanOutCount(), paramFanOutCount() is the number of AudioParams that we're connected to.
- // This method should not be called in audio thread rendering code, instead renderingParamFanOutCount() should be used.
+ // Similar to fanOutCount(), paramFanOutCount() is the number of AudioParams
+ // that we're connected to. This method should not be called in audio thread
+ // rendering code, instead renderingParamFanOutCount() should be used.
// It must be called with the context's graph lock.
unsigned paramFanOutCount();
@@ -125,27 +132,33 @@ class AudioNodeOutput final {
void disconnectAllInputs();
void disconnectAllParams();
- // updateInternalBus() updates m_internalBus appropriately for the number of channels.
- // It is called in the constructor or in the audio thread with the context's graph lock.
+ // updateInternalBus() updates m_internalBus appropriately for the number of
+ // channels. It is called in the constructor or in the audio thread with the
+ // context's graph lock.
void updateInternalBus();
- // Announce to any nodes we're connected to that we changed our channel count for its input.
+ // Announce to any nodes we're connected to that we changed our channel count
+ // for its input.
// It must be called in the audio thread with the context's graph lock.
void propagateChannelCount();
- // updateNumberOfChannels() is called in the audio thread at the start or end of the render quantum to pick up channel changes.
+ // updateNumberOfChannels() is called in the audio thread at the start or end
+ // of the render quantum to pick up channel changes.
// It must be called with the context's graph lock.
void updateNumberOfChannels();
// m_numberOfChannels will only be changed in the audio thread.
- // The main thread sets m_desiredNumberOfChannels which will later get picked up in the audio thread in updateNumberOfChannels().
+ // The main thread sets m_desiredNumberOfChannels which will later get picked
+ // up in the audio thread in updateNumberOfChannels().
unsigned m_numberOfChannels;
unsigned m_desiredNumberOfChannels;
- // m_internalBus and m_inPlaceBus must only be changed in the audio thread with the context's graph lock (or constructor).
+ // m_internalBus and m_inPlaceBus must only be changed in the audio thread
+ // with the context's graph lock (or constructor).
RefPtr<AudioBus> m_internalBus;
RefPtr<AudioBus> m_inPlaceBus;
- // If m_isInPlace is true, use m_inPlaceBus as the valid AudioBus; If false, use the default m_internalBus.
+ // If m_isInPlace is true, use m_inPlaceBus as the valid AudioBus; If false,
+ // use the default m_internalBus.
bool m_isInPlace;
// This HashSet holds connection references. We must call
@@ -157,8 +170,9 @@ class AudioNodeOutput final {
bool m_didCallDispose;
- // For the purposes of rendering, keeps track of the number of inputs and AudioParams we're connected to.
- // These value should only be changed at the very start or end of the rendering quantum.
+ // For the purposes of rendering, keeps track of the number of inputs and
+ // AudioParams we're connected to. These value should only be changed at the
+ // very start or end of the rendering quantum.
unsigned m_renderingFanOutCount;
unsigned m_renderingParamFanOutCount;

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