blob: b6a672f7fe3faa222a538ae49babcfc38937f049 [file] [log] [blame]
/*
* Copyright 2016 The Chromium Authors. All rights reserved.
* Copyright (C) 2020 Apple 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.
*/
#pragma once
#include "AudioScheduledSourceNode.h"
#include "ConstantSourceOptions.h"
#include <wtf/Lock.h>
namespace WebCore {
class ConstantSourceNode final : public AudioScheduledSourceNode {
WTF_MAKE_ISO_ALLOCATED(ConstantSourceNode);
public:
static ExceptionOr<Ref<ConstantSourceNode>> create(BaseAudioContext&, const ConstantSourceOptions& = { });
virtual ~ConstantSourceNode();
AudioParam& offset() { return m_offset.get(); }
private:
void process(size_t framesToProcess) final;
ConstantSourceNode(BaseAudioContext&, float);
double tailTime() const final { return 0; }
double latencyTime() const final { return 0; }
// If we are no longer playing, propogate silence ahead to downstream nodes.
bool propagatesSilence() const final;
const char* activeDOMObjectName() const override { return "ConstantSourceNode"; }
Ref<AudioParam> m_offset;
// Stores sample-accurate values calculated.
AudioFloatArray m_sampleAccurateValues;
};
} // namespace WebCore