/* * Copyright (C) 2010, Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH * DAMAGE. */ #ifndef THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_BUFFER_SOURCE_NODE_H_ #define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_BUFFER_SOURCE_NODE_H_ #include #include #include "base/memory/scoped_refptr.h" #include "third_party/blink/renderer/modules/webaudio/audio_buffer.h" #include "third_party/blink/renderer/modules/webaudio/audio_param.h" #include "third_party/blink/renderer/modules/webaudio/audio_scheduled_source_node.h" #include "third_party/blink/renderer/modules/webaudio/panner_node.h" #include "third_party/blink/renderer/platform/audio/audio_bus.h" #include "third_party/blink/renderer/platform/wtf/threading.h" namespace blink { class AudioBufferSourceOptions; class BaseAudioContext; // AudioBufferSourceNode is an AudioNode representing an audio source from an // in-memory audio asset represented by an AudioBuffer. It generally will be // used for short sounds which require a high degree of scheduling flexibility // (can playback in rhythmically perfect ways). class AudioBufferSourceHandler final : public AudioScheduledSourceHandler { public: static scoped_refptr Create( AudioNode&, float sample_rate, AudioParamHandler& playback_rate, AudioParamHandler& detune); ~AudioBufferSourceHandler() override; // AudioHandler void Process(uint32_t frames_to_process) override; // setBuffer() is called on the main thread. This is the buffer we use for // playback. void SetBuffer(AudioBuffer*, ExceptionState&); SharedAudioBuffer* Buffer() { return shared_buffer_.get(); } // numberOfChannels() returns the number of output channels. This value // equals the number of channels from the buffer. If a new buffer is set with // a different number of channels, then this value will dynamically change. unsigned NumberOfChannels(); // Play-state void Start(double when, ExceptionState&); void Start(double when, double grain_offset, ExceptionState&); void Start(double when, double grain_offset, double grain_duration, ExceptionState&); // Note: the attribute was originally exposed as |.looping|, but to be more // consistent in naming with