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/*
Copyright 2018 Google Inc. All Rights Reserved.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS-IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
#include "graph/mixer_node.h"
namespace vraudio {
MixerNode::MixerNode(const SystemSettings& system_settings, size_t num_channels)
: num_channels_(num_channels),
mixer_(num_channels_, system_settings.GetFramesPerBuffer()) {
DCHECK_NE(num_channels_, 0U);
EnableProcessOnEmptyInput(true);
}
const AudioBuffer* MixerNode::GetOutputBuffer() const {
return mixer_.GetOutput();
}
bool MixerNode::CleanUp() {
CallCleanUpOnInputNodes();
// Prevent node from being disconnected when all sources are removed.
return false;
}
const AudioBuffer* MixerNode::AudioProcess(const NodeInput& input) {
mixer_.Reset();
const auto& input_buffers = input.GetInputBuffers();
if (input_buffers.empty()) {
return nullptr;
}
for (auto input_buffer : input_buffers) {
DCHECK_EQ(input_buffer->num_channels(), num_channels_);
mixer_.AddInput(*input_buffer);
}
return mixer_.GetOutput();
}
} // namespace vraudio
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