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/*
* 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 <atomic>
#include <memory>
#include "base/memory/scoped_refptr.h"
#include "third_party/blink/renderer/modules/webaudio/audio_buffer.h"
#include "third_party/blink/renderer/modules/webaudio/audio_buffer_source_handler.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 AudioBufferSourceNode final : public AudioScheduledSourceNode {
DEFINE_WRAPPERTYPEINFO();
public:
static AudioBufferSourceNode* Create(BaseAudioContext&, ExceptionState&);
static AudioBufferSourceNode* Create(BaseAudioContext*,
AudioBufferSourceOptions*,
ExceptionState&);
explicit AudioBufferSourceNode(BaseAudioContext&);
void Trace(Visitor*) const override;
AudioBufferSourceHandler& GetAudioBufferSourceHandler() const;
AudioBuffer* buffer() const;
void setBuffer(AudioBuffer*, ExceptionState&);
AudioParam* playbackRate() const;
AudioParam* detune() const;
bool loop() const;
void setLoop(bool);
double loopStart() const;
void setLoopStart(double);
double loopEnd() const;
void setLoopEnd(double);
void start(ExceptionState&);
void start(double when, ExceptionState&);
void start(double when, double grain_offset, ExceptionState&);
void start(double when,
double grain_offset,
double grain_duration,
ExceptionState&);
// InspectorHelperMixin
void ReportDidCreate() final;
void ReportWillBeDestroyed() final;
private:
Member<AudioParam> playback_rate_;
Member<AudioParam> detune_;
Member<AudioBuffer> buffer_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_AUDIO_BUFFER_SOURCE_NODE_H_
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