blob: ef034fabca9e0540f4294b31ab54f0fbd89c154e [file] [log] [blame]
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<script src="resources/audio-testing.js"></script>
<script src="../resources/js-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<script>
description("Tests that JavaScriptAudioNode accepts 0 input channels.");
var sampleRate = 44100.0;
var renderLengthInFrames = 512;
var bufferSize = 512;
function checkResult(e)
{
testPassed("JavaScriptAudioNode accepts 0 input channels.");
finishJSTest();
}
function runTest()
{
window.jsTestIsAsync = true;
var context = new webkitOfflineAudioContext(1, renderLengthInFrames, sampleRate);
var node;
try {
node = context.createScriptProcessor(bufferSize, 0, 1);
testPassed("Successfully created JavaScriptAudioNode.");
} catch (e) {
testFailed("Failed to create JavaScriptAudioNode.");
}
var source = context.createBufferSource();
source.buffer = createImpulseBuffer(context, bufferSize);
// The onaudioprocess function doesn't need to do anything. We just need the process to start
// to test that implementation accepts 0 input channels.
//
// FIXME: check the .inputBuffer attribute of the AudioProcessingEvent.
node.onaudioprocess = function(e) { };
source.connect(node);
node.connect(context.destination);
source.start(0);
context.oncomplete = checkResult;
context.startRendering();
}
runTest();
</script>
</body>
</html>