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Unified Diff: third_party/WebKit/Source/modules/webaudio/BaseAudioContext.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/BaseAudioContext.h
diff --git a/third_party/WebKit/Source/modules/webaudio/BaseAudioContext.h b/third_party/WebKit/Source/modules/webaudio/BaseAudioContext.h
index 763c84896941f09cc986779f559b85457533320c..574ac9cc556e9050120de720df4ca84dfb3bf35a 100644
--- a/third_party/WebKit/Source/modules/webaudio/BaseAudioContext.h
+++ b/third_party/WebKit/Source/modules/webaudio/BaseAudioContext.h
@@ -80,8 +80,9 @@ class SecurityOrigin;
class StereoPannerNode;
class WaveShaperNode;
-// BaseAudioContext is the cornerstone of the web audio API and all AudioNodes are created from it.
-// For thread safety between the audio thread and the main thread, it has a rendering graph locking mechanism.
+// BaseAudioContext is the cornerstone of the web audio API and all AudioNodes
+// are created from it. For thread safety between the audio thread and the main
+// thread, it has a rendering graph locking mechanism.
class MODULES_EXPORT BaseAudioContext : public EventTargetWithInlineData,
public ActiveScriptWrappable,
@@ -90,10 +91,11 @@ class MODULES_EXPORT BaseAudioContext : public EventTargetWithInlineData,
DEFINE_WRAPPERTYPEINFO();
public:
- // The state of an audio context. On creation, the state is Suspended. The state is Running if
- // audio is being processed (audio graph is being pulled for data). The state is Closed if the
- // audio context has been closed. The valid transitions are from Suspended to either Running or
- // Closed; Running to Suspended or Closed. Once Closed, there are no valid transitions.
+ // The state of an audio context. On creation, the state is Suspended. The
+ // state is Running if audio is being processed (audio graph is being pulled
+ // for data). The state is Closed if the audio context has been closed. The
+ // valid transitions are from Suspended to either Running or Closed; Running
+ // to Suspended or Closed. Once Closed, there are no valid transitions.
enum AudioContextState { Suspended, Running, Closed };
// Create an AudioContext for rendering to the audio hardware.
@@ -117,8 +119,8 @@ class MODULES_EXPORT BaseAudioContext : public EventTargetWithInlineData,
AudioDestinationNode* destination() const;
size_t currentSampleFrame() const {
- // TODO: What is the correct value for the current frame if the destination node has gone
- // away? 0 is a valid frame.
+ // TODO: What is the correct value for the current frame if the destination
+ // node has gone away? 0 is a valid frame.
return m_destinationNode
? m_destinationNode->audioDestinationHandler()
.currentSampleFrame()
@@ -126,8 +128,8 @@ class MODULES_EXPORT BaseAudioContext : public EventTargetWithInlineData,
}
double currentTime() const {
- // TODO: What is the correct value for the current time if the destination node has gone
- // away? 0 is a valid time.
+ // TODO: What is the correct value for the current time if the destination
+ // node has gone away? 0 is a valid time.
return m_destinationNode
? m_destinationNode->audioDestinationHandler().currentTime()
: 0;
@@ -153,7 +155,8 @@ class MODULES_EXPORT BaseAudioContext : public EventTargetWithInlineData,
AudioBufferCallback* errorCallback,
ExceptionState&);
- // Handles the promise and callbacks when |decodeAudioData| is finished decoding.
+ // Handles the promise and callbacks when |decodeAudioData| is finished
+ // decoding.
void handleDecodeAudioData(AudioBuffer*,
ScriptPromiseResolver*,
AudioBufferCallback* successCallback,
@@ -163,7 +166,8 @@ class MODULES_EXPORT BaseAudioContext : public EventTargetWithInlineData,
virtual bool hasRealtimeConstraint() = 0;
- // The AudioNode create methods are called on the main thread (from JavaScript).
+ // The AudioNode create methods are called on the main thread (from
+ // JavaScript).
AudioBufferSourceNode* createBufferSource(ExceptionState&);
MediaElementAudioSourceNode* createMediaElementSource(HTMLMediaElement*,
ExceptionState&);
@@ -289,8 +293,8 @@ class MODULES_EXPORT BaseAudioContext : public EventTargetWithInlineData,
// Get the security origin for this audio context.
SecurityOrigin* getSecurityOrigin() const;
- // Get the PeriodicWave for the specified oscillator type. The table is initialized internally
- // if necessary.
+ // Get the PeriodicWave for the specified oscillator type. The table is
+ // initialized internally if necessary.
PeriodicWave* periodicWave(int type);
protected:
@@ -307,17 +311,18 @@ class MODULES_EXPORT BaseAudioContext : public EventTargetWithInlineData,
virtual void didClose() {}
- // Tries to handle AudioBufferSourceNodes that were started but became disconnected or was never
- // connected. Because these never get pulled anymore, they will stay around forever. So if we
- // can, try to stop them so they can be collected.
+ // Tries to handle AudioBufferSourceNodes that were started but became
+ // disconnected or was never connected. Because these never get pulled
+ // anymore, they will stay around forever. So if we can, try to stop them so
+ // they can be collected.
void handleStoppableSourceNodes();
Member<AudioDestinationNode> m_destinationNode;
// FIXME(dominicc): Move m_resumeResolvers to AudioContext, because only
// it creates these Promises.
- // Vector of promises created by resume(). It takes time to handle them, so we collect all of
- // the promises here until they can be resolved or rejected.
+ // Vector of promises created by resume(). It takes time to handle them, so we
+ // collect all of the promises here until they can be resolved or rejected.
HeapVector<Member<ScriptPromiseResolver>> m_resumeResolvers;
void setClosedContextSampleRate(float newSampleRate) {
@@ -372,12 +377,13 @@ class MODULES_EXPORT BaseAudioContext : public EventTargetWithInlineData,
void resolvePromisesForResume();
void resolvePromisesForResumeOnMainThread();
- // When the context is going away, reject any pending script promise resolvers.
+ // When the context is going away, reject any pending script promise
+ // resolvers.
virtual void rejectPendingResolvers();
- // True if we're in the process of resolving promises for resume(). Resolving can take some
- // time and the audio context process loop is very fast, so we don't want to call resolve an
- // excessive number of times.
+ // True if we're in the process of resolving promises for resume(). Resolving
+ // can take some time and the audio context process loop is very fast, so we
+ // don't want to call resolve an excessive number of times.
bool m_isResolvingResumePromises;
// Whether a user gesture is required to start this AudioContext.
@@ -393,18 +399,19 @@ class MODULES_EXPORT BaseAudioContext : public EventTargetWithInlineData,
AsyncAudioDecoder m_audioDecoder;
- // When a context is closed, the sample rate is cleared. But decodeAudioData can be called
- // after the context has been closed and it needs the sample rate. When the context is closed,
- // the sample rate is saved here.
+ // When a context is closed, the sample rate is cleared. But decodeAudioData
+ // can be called after the context has been closed and it needs the sample
+ // rate. When the context is closed, the sample rate is saved here.
float m_closedContextSampleRate;
- // Vector of promises created by decodeAudioData. This keeps the resolvers alive until
- // decodeAudioData finishes decoding and can tell the main thread to resolve them.
+ // Vector of promises created by decodeAudioData. This keeps the resolvers
+ // alive until decodeAudioData finishes decoding and can tell the main thread
+ // to resolve them.
HeapHashSet<Member<ScriptPromiseResolver>> m_decodeAudioResolvers;
- // PeriodicWave's for the builtin oscillator types. These only depend on the sample rate. so
- // they can be shared with all OscillatorNodes in the context. To conserve memory, these are
- // lazily initiialized on first use.
+ // PeriodicWave's for the builtin oscillator types. These only depend on the
+ // sample rate. so they can be shared with all OscillatorNodes in the context.
+ // To conserve memory, these are lazily initialized on first use.
Member<PeriodicWave> m_periodicWaveSine;
Member<PeriodicWave> m_periodicWaveSquare;
Member<PeriodicWave> m_periodicWaveSawtooth;

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