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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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| 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. |
| 49 // An AudioDestinationNode has one input and no outputs and represents the final
destination to the audio hardware. | 49 // An AudioDestinationNode has one input and no outputs and represents the final
destination to the audio hardware. |
| 50 // Most processing nodes such as filters will have one input and one output, alt
hough multiple inputs and outputs are possible. | 50 // Most processing nodes such as filters will have one input and one output, alt
hough multiple inputs and outputs are possible. |
| 51 | 51 |
| 52 class AudioNode : public RefCountedGarbageCollectedWillBeGarbageCollectedFinaliz
ed<AudioNode>, public EventTargetWithInlineData { | 52 class AudioNode : public RefCountedGarbageCollectedWillBeGarbageCollectedFinaliz
ed<AudioNode>, public EventTargetWithInlineData { |
| 53 DEFINE_EVENT_TARGET_REFCOUNTING_WILL_BE_REMOVED(RefCountedGarbageCollected<A
udioNode>); | 53 DEFINE_EVENT_TARGET_REFCOUNTING_WILL_BE_REMOVED(RefCountedGarbageCollected<A
udioNode>); |
| 54 DEFINE_WRAPPERTYPEINFO(); |
| 54 WILL_BE_USING_GARBAGE_COLLECTED_MIXIN(AudioNode); | 55 WILL_BE_USING_GARBAGE_COLLECTED_MIXIN(AudioNode); |
| 55 public: | 56 public: |
| 56 enum { ProcessingSizeInFrames = 128 }; | 57 enum { ProcessingSizeInFrames = 128 }; |
| 57 | 58 |
| 58 AudioNode(AudioContext*, float sampleRate); | 59 AudioNode(AudioContext*, float sampleRate); |
| 59 virtual ~AudioNode(); | 60 virtual ~AudioNode(); |
| 60 // dispose() is called just before the destructor. This must be called in | 61 // dispose() is called just before the destructor. This must be called in |
| 61 // the main thread, and while the graph lock is held. | 62 // the main thread, and while the graph lock is held. |
| 62 virtual void dispose(); | 63 virtual void dispose(); |
| 63 static unsigned instanceCount() { return s_instanceCount; } | 64 static unsigned instanceCount() { return s_instanceCount; } |
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| 220 | 221 |
| 221 protected: | 222 protected: |
| 222 unsigned m_channelCount; | 223 unsigned m_channelCount; |
| 223 ChannelCountMode m_channelCountMode; | 224 ChannelCountMode m_channelCountMode; |
| 224 AudioBus::ChannelInterpretation m_channelInterpretation; | 225 AudioBus::ChannelInterpretation m_channelInterpretation; |
| 225 }; | 226 }; |
| 226 | 227 |
| 227 } // namespace blink | 228 } // namespace blink |
| 228 | 229 |
| 229 #endif // AudioNode_h | 230 #endif // AudioNode_h |
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