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// Copyright 2022 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_CONSTANT_SOURCE_HANDLER_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_CONSTANT_SOURCE_HANDLER_H_
#include "base/memory/scoped_refptr.h"
#include "base/memory/weak_ptr.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/platform/audio/audio_array.h"
namespace blink {
class AudioNode;
class ConstantSourceHandler final : public AudioScheduledSourceHandler {
public:
static scoped_refptr<ConstantSourceHandler> Create(AudioNode&,
float sample_rate,
AudioParamHandler& offset);
ConstantSourceHandler(const ConstantSourceHandler&) = delete;
ConstantSourceHandler& operator=(const ConstantSourceHandler&) = delete;
~ConstantSourceHandler() override;
// AudioHandler
void Process(uint32_t frames_to_process) override;
// If we are no longer playing, propagate silence ahead to downstream nodes.
bool PropagatesSilence() const override;
// AudioScheduledSourceHandler
void HandleStoppableSourceNode() override;
private:
ConstantSourceHandler(AudioNode&,
float sample_rate,
AudioParamHandler& offset);
base::WeakPtr<AudioScheduledSourceHandler> AsWeakPtr() override;
scoped_refptr<AudioParamHandler> offset_;
AudioFloatArray sample_accurate_values_;
base::WeakPtrFactory<AudioScheduledSourceHandler> weak_ptr_factory_{this};
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_CONSTANT_SOURCE_HANDLER_H_