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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 AudioBasicProcessorHandler_h
#define AudioBasicProcessorHandler_h
#include <memory>
#include "modules/ModulesExport.h"
#include "modules/webaudio/AudioNode.h"
#include "platform/wtf/Forward.h"
namespace blink {
class AudioNodeInput;
class AudioProcessor;
// AudioBasicProcessorHandler is an AudioHandler with one input and one output
// where the input and output have the same number of channels.
class MODULES_EXPORT AudioBasicProcessorHandler : public AudioHandler {
public:
static PassRefPtr<AudioBasicProcessorHandler> Create(
NodeType,
AudioNode&,
float sample_rate,
std::unique_ptr<AudioProcessor>);
~AudioBasicProcessorHandler() override;
// AudioHandler
void Process(size_t frames_to_process) final;
void ProcessOnlyAudioParams(size_t frames_to_process) final;
void PullInputs(size_t frames_to_process) final;
void Initialize() final;
void Uninitialize() final;
// Called in the main thread when the number of channels for the input may
// have changed.
void CheckNumberOfChannelsForInput(AudioNodeInput*) final;
// Returns the number of channels for both the input and the output.
unsigned NumberOfChannels();
AudioProcessor* Processor() { return processor_.get(); }
private:
AudioBasicProcessorHandler(NodeType,
AudioNode&,
float sample_rate,
std::unique_ptr<AudioProcessor>);
double TailTime() const final;
double LatencyTime() const final;
std::unique_ptr<AudioProcessor> processor_;
};
} // namespace blink
#endif // AudioBasicProcessorHandler_h