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1 /* | 1 /* |
2 * Copyright (C) 2010, Google Inc. All rights reserved. | 2 * Copyright (C) 2010, Google Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * 1. Redistributions of source code must retain the above copyright | 7 * 1. Redistributions of source code must retain the above copyright |
8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
9 * 2. Redistributions in binary form must reproduce the above copyright | 9 * 2. Redistributions in binary form must reproduce the above copyright |
10 * notice, this list of conditions and the following disclaimer in the | 10 * notice, this list of conditions and the following disclaimer in the |
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28 #include "modules/EventTargetModules.h" | 28 #include "modules/EventTargetModules.h" |
29 #include "platform/audio/AudioBus.h" | 29 #include "platform/audio/AudioBus.h" |
30 #include "wtf/Forward.h" | 30 #include "wtf/Forward.h" |
31 #include "wtf/OwnPtr.h" | 31 #include "wtf/OwnPtr.h" |
32 #include "wtf/PassOwnPtr.h" | 32 #include "wtf/PassOwnPtr.h" |
33 #include "wtf/RefPtr.h" | 33 #include "wtf/RefPtr.h" |
34 #include "wtf/Vector.h" | 34 #include "wtf/Vector.h" |
35 | 35 |
36 #define DEBUG_AUDIONODE_REFERENCES 0 | 36 #define DEBUG_AUDIONODE_REFERENCES 0 |
37 | 37 |
38 namespace WebCore { | 38 namespace blink { |
39 | 39 |
40 class AudioContext; | 40 class AudioContext; |
41 class AudioNodeInput; | 41 class AudioNodeInput; |
42 class AudioNodeOutput; | 42 class AudioNodeOutput; |
43 class AudioParam; | 43 class AudioParam; |
44 class ExceptionState; | 44 class ExceptionState; |
45 | 45 |
46 // An AudioNode is the basic building block for handling audio within an AudioCo
ntext. | 46 // An AudioNode is the basic building block for handling audio within an AudioCo
ntext. |
47 // It may be an audio source, an intermediate processing module, or an audio des
tination. | 47 // It may be an audio source, an intermediate processing module, or an audio des
tination. |
48 // Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inpu
ts and a single output. | 48 // Each AudioNode can have inputs and/or outputs. An AudioSourceNode has no inpu
ts and a single output. |
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243 virtual void refEventTarget() OVERRIDE FINAL { ref(); } | 243 virtual void refEventTarget() OVERRIDE FINAL { ref(); } |
244 virtual void derefEventTarget() OVERRIDE FINAL { deref(); } | 244 virtual void derefEventTarget() OVERRIDE FINAL { deref(); } |
245 #endif | 245 #endif |
246 | 246 |
247 protected: | 247 protected: |
248 unsigned m_channelCount; | 248 unsigned m_channelCount; |
249 ChannelCountMode m_channelCountMode; | 249 ChannelCountMode m_channelCountMode; |
250 AudioBus::ChannelInterpretation m_channelInterpretation; | 250 AudioBus::ChannelInterpretation m_channelInterpretation; |
251 }; | 251 }; |
252 | 252 |
253 } // namespace WebCore | 253 } // namespace blink |
254 | 254 |
255 #endif // AudioNode_h | 255 #endif // AudioNode_h |
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