/* * 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 AudioBufferSourceNode_h #define AudioBufferSourceNode_h #include "AudioBuffer.h" #include "AudioBus.h" #include "AudioParam.h" #include "AudioScheduledSourceNode.h" #include "ExceptionCode.h" #include "PannerNode.h" #include #include #include #include namespace WebCore { class AudioContext; // AudioBufferSourceNode is an AudioNode representing an audio source from an in-memory audio asset represented by an AudioBuffer. // It generally will be used for short sounds which require a high degree of scheduling flexibility (can playback in rhythmically perfect ways). class AudioBufferSourceNode : public AudioScheduledSourceNode { public: static Ref create(AudioContext&, float sampleRate); virtual ~AudioBufferSourceNode(); // AudioNode virtual void process(size_t framesToProcess) override; virtual void reset() override; // setBuffer() is called on the main thread. This is the buffer we use for playback. // returns true on success. bool setBuffer(AudioBuffer*); AudioBuffer* buffer() { return m_buffer.get(); } // numberOfChannels() returns the number of output channels. This value equals the number of channels from the buffer. // If a new buffer is set with a different number of channels, then this value will dynamically change. unsigned numberOfChannels(); // Play-state void start(ExceptionCode&); void start(double when, ExceptionCode&); void start(double when, double grainOffset, ExceptionCode&); void start(double when, double grainOffset, double grainDuration, ExceptionCode&); #if ENABLE(LEGACY_WEB_AUDIO) void noteGrainOn(double when, double grainOffset, double grainDuration, ExceptionCode&); #endif // Note: the attribute was originally exposed as .looping, but to be more consistent in naming with