root/Source/modules/webaudio/GainNode.h

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INCLUDED FROM


/*
 * Copyright (C) 2010, Google Inc. All rights reserved.
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 * 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
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#ifndef GainNode_h
#define GainNode_h

#include "modules/webaudio/AudioNode.h"
#include "modules/webaudio/AudioParam.h"
#include "wtf/PassRefPtr.h"
#include "wtf/Threading.h"

namespace WebCore {

class AudioContext;

// GainNode is an AudioNode with one input and one output which applies a gain (volume) change to the audio signal.
// De-zippering (smoothing) is applied when the gain value is changed dynamically.

class GainNode FINAL : public AudioNode {
public:
    static PassRefPtr<GainNode> create(AudioContext* context, float sampleRate)
    {
        return adoptRef(new GainNode(context, sampleRate));
    }

    // AudioNode
    virtual void process(size_t framesToProcess) OVERRIDE;

    // Called in the main thread when the number of channels for the input may have changed.
    virtual void checkNumberOfChannelsForInput(AudioNodeInput*) OVERRIDE;

    // JavaScript interface
    AudioParam* gain() { return m_gain.get(); }

private:
    virtual double tailTime() const OVERRIDE { return 0; }
    virtual double latencyTime() const OVERRIDE { return 0; }

    GainNode(AudioContext*, float sampleRate);

    float m_lastGain; // for de-zippering
    RefPtr<AudioParam> m_gain;

    AudioFloatArray m_sampleAccurateGainValues;
};

} // namespace WebCore

#endif // GainNode_h

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