root/Source/modules/webaudio/ChannelMergerNode.cpp

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DEFINITIONS

This source file includes following definitions.
  1. create
  2. m_desiredNumberOfOutputChannels
  3. process
  4. checkNumberOfChannelsForInput

/*
 * Copyright (C) 2010 Google Inc. All rights reserved.
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 *
 * 1.  Redistributions of source code must retain the above copyright
 *     notice, this list of conditions and the following disclaimer.
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 *     its contributors may be used to endorse or promote products derived
 *     from this software without specific prior written permission.
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 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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#include "config.h"

#if ENABLE(WEB_AUDIO)

#include "modules/webaudio/ChannelMergerNode.h"

#include "modules/webaudio/AudioContext.h"
#include "modules/webaudio/AudioNodeInput.h"
#include "modules/webaudio/AudioNodeOutput.h"

const unsigned DefaultNumberOfOutputChannels = 1;

namespace WebCore {

PassRefPtr<ChannelMergerNode> ChannelMergerNode::create(AudioContext* context, float sampleRate, unsigned numberOfInputs)
{
    if (!numberOfInputs || numberOfInputs > AudioContext::maxNumberOfChannels())
        return nullptr;

    return adoptRef(new ChannelMergerNode(context, sampleRate, numberOfInputs));
}

ChannelMergerNode::ChannelMergerNode(AudioContext* context, float sampleRate, unsigned numberOfInputs)
    : AudioNode(context, sampleRate)
    , m_desiredNumberOfOutputChannels(DefaultNumberOfOutputChannels)
{
    ScriptWrappable::init(this);
    // Create the requested number of inputs.
    for (unsigned i = 0; i < numberOfInputs; ++i)
        addInput(adoptPtr(new AudioNodeInput(this)));

    addOutput(adoptPtr(new AudioNodeOutput(this, 1)));
    setNodeType(NodeTypeChannelMerger);
    initialize();
}

void ChannelMergerNode::process(size_t framesToProcess)
{
    AudioNodeOutput* output = this->output(0);
    ASSERT(output);
    ASSERT_UNUSED(framesToProcess, framesToProcess == output->bus()->length());

    // Output bus not updated yet, so just output silence.
    if (m_desiredNumberOfOutputChannels != output->numberOfChannels()) {
        output->bus()->zero();
        return;
    }

    // Merge all the channels from all the inputs into one output.
    unsigned outputChannelIndex = 0;
    for (unsigned i = 0; i < numberOfInputs(); ++i) {
        AudioNodeInput* input = this->input(i);
        if (input->isConnected()) {
            unsigned numberOfInputChannels = input->bus()->numberOfChannels();

            // Merge channels from this particular input.
            for (unsigned j = 0; j < numberOfInputChannels; ++j) {
                AudioChannel* inputChannel = input->bus()->channel(j);
                AudioChannel* outputChannel = output->bus()->channel(outputChannelIndex);
                outputChannel->copyFrom(inputChannel);

                ++outputChannelIndex;
            }
        }
    }

    ASSERT(outputChannelIndex == output->numberOfChannels());
}

// Any time a connection or disconnection happens on any of our inputs, we potentially need to change the
// number of channels of our output.
void ChannelMergerNode::checkNumberOfChannelsForInput(AudioNodeInput* input)
{
    ASSERT(context()->isAudioThread() && context()->isGraphOwner());

    // Count how many channels we have all together from all of the inputs.
    unsigned numberOfOutputChannels = 0;
    for (unsigned i = 0; i < numberOfInputs(); ++i) {
        AudioNodeInput* input = this->input(i);
        if (input->isConnected())
            numberOfOutputChannels += input->numberOfChannels();
    }

    // Set the correct number of channels on the output
    AudioNodeOutput* output = this->output(0);
    ASSERT(output);
    output->setNumberOfChannels(numberOfOutputChannels);
    // There can in rare cases be a slight delay before the output bus is updated to the new number of
    // channels because of tryLocks() in the context's updating system. So record the new number of
    // output channels here.
    m_desiredNumberOfOutputChannels = numberOfOutputChannels;

    AudioNode::checkNumberOfChannelsForInput(input);
}

} // namespace WebCore

#endif // ENABLE(WEB_AUDIO)

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