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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_GAIN_HANDLER_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_GAIN_HANDLER_H_
#include "base/memory/scoped_refptr.h"
#include "third_party/blink/renderer/modules/webaudio/audio_node.h"
#include "third_party/blink/renderer/modules/webaudio/audio_param.h"
#include "third_party/blink/renderer/platform/audio/audio_array.h"
namespace blink {
class AudioNode;
class AudioNodeInput;
class GainHandler final : public AudioHandler {
public:
static scoped_refptr<GainHandler> Create(AudioNode&,
float sample_rate,
AudioParamHandler& gain);
// AudioHandler
void Process(uint32_t frames_to_process) override;
void ProcessOnlyAudioParams(uint32_t frames_to_process) override;
// Called in the main thread when the number of channels for the input may
// have changed.
void CheckNumberOfChannelsForInput(AudioNodeInput*) override;
// AudioNode
double TailTime() const override { return 0; }
double LatencyTime() const override { return 0; }
bool RequiresTailProcessing() const final { return false; }
private:
GainHandler(AudioNode&, float sample_rate, AudioParamHandler& gain);
scoped_refptr<AudioParamHandler> gain_;
AudioFloatArray sample_accurate_gain_values_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_WEBAUDIO_GAIN_HANDLER_H_