| Index: third_party/WebKit/Source/modules/webaudio/OfflineAudioDestinationNode.cpp
|
| diff --git a/third_party/WebKit/Source/modules/webaudio/OfflineAudioDestinationNode.cpp b/third_party/WebKit/Source/modules/webaudio/OfflineAudioDestinationNode.cpp
|
| index a2d8369c841959b2257f8f06587b824176626b7a..619c37873b44475730ab727e6fadad7c59c79690 100644
|
| --- a/third_party/WebKit/Source/modules/webaudio/OfflineAudioDestinationNode.cpp
|
| +++ b/third_party/WebKit/Source/modules/webaudio/OfflineAudioDestinationNode.cpp
|
| @@ -175,8 +175,8 @@ void OfflineAudioDestinationHandler::doOfflineRendering() {
|
| m_shouldSuspend = false;
|
|
|
| // If there is more to process and there is no suspension at the moment,
|
| - // do continue to render quanta. Then calling OfflineAudioContext.resume() will pick up
|
| - // the render loop again from where it was suspended.
|
| + // do continue to render quanta. Then calling OfflineAudioContext.resume()
|
| + // will pick up the render loop again from where it was suspended.
|
| while (m_framesToProcess > 0 && !m_shouldSuspend) {
|
| // Suspend the rendering and update m_shouldSuspend if a scheduled
|
| // suspend found at the current sample frame. Otherwise render one
|
| @@ -253,7 +253,8 @@ bool OfflineAudioDestinationHandler::renderIfNotSuspended(
|
| size_t numberOfFrames) {
|
| // We don't want denormals slowing down any of the audio processing
|
| // since they can very seriously hurt performance.
|
| - // This will take care of all AudioNodes because they all process within this scope.
|
| + // This will take care of all AudioNodes because they all process within this
|
| + // scope.
|
| DenormalDisabler denormalDisabler;
|
|
|
| // Need to check if the context actually alive. Otherwise the subsequent
|
| @@ -293,8 +294,8 @@ bool OfflineAudioDestinationHandler::renderIfNotSuspended(
|
| destinationBus->zero();
|
| return false;
|
| }
|
| - // This will cause the node(s) connected to us to process, which in turn will pull on their input(s),
|
| - // all the way backwards through the rendering graph.
|
| + // This will cause the node(s) connected to us to process, which in turn will
|
| + // pull on their input(s), all the way backwards through the rendering graph.
|
| AudioBus* renderedBus = input(0).pull(destinationBus, numberOfFrames);
|
|
|
| if (!renderedBus) {
|
| @@ -304,10 +305,12 @@ bool OfflineAudioDestinationHandler::renderIfNotSuspended(
|
| destinationBus->copyFrom(*renderedBus);
|
| }
|
|
|
| - // Process nodes which need a little extra help because they are not connected to anything, but still need to process.
|
| + // Process nodes which need a little extra help because they are not connected
|
| + // to anything, but still need to process.
|
| context()->deferredTaskHandler().processAutomaticPullNodes(numberOfFrames);
|
|
|
| - // Let the context take care of any business at the end of each render quantum.
|
| + // Let the context take care of any business at the end of each render
|
| + // quantum.
|
| context()->handlePostOfflineRenderTasks();
|
|
|
| // Advance current sample-frame.
|
|
|