root/AudioBuffer.h
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#ifndef AudioBuffer_h
#define AudioBuffer_h
#include "bindings/v8/ScriptWrappable.h"
#include "wtf/Float32Array.h"
#include "wtf/PassRefPtr.h"
#include "wtf/RefCounted.h"
#include "wtf/RefPtr.h"
#include "wtf/Vector.h"
namespace WebCore {
class AudioBus;
class ExceptionState;
class AudioBuffer : public ScriptWrappable, public RefCounted<AudioBuffer> {
public:
static PassRefPtr<AudioBuffer> create(unsigned numberOfChannels, size_t numberOfFrames, float sampleRate);
// Returns 0 if data is not a valid audio file.
static PassRefPtr<AudioBuffer> createFromAudioFileData(const void* data, size_t dataSize, bool mixToMono, float sampleRate);
// Format
size_t length() const { return m_length; }
double duration() const { return length() / sampleRate(); }
float sampleRate() const { return m_sampleRate; }
// Channel data access
unsigned numberOfChannels() const { return m_channels.size(); }
PassRefPtr<Float32Array> getChannelData(unsigned channelIndex, ExceptionState&);
Float32Array* getChannelData(unsigned channelIndex);
void zero();
// Scalar gain
double gain() const { return m_gain; }
void setGain(double gain) { m_gain = gain; }
// Because an AudioBuffer has a JavaScript wrapper, which will be garbage collected, it may take awhile for this object to be deleted.
// releaseMemory() can be called when the AudioContext goes away, so we can release the memory earlier than when the garbage collection happens.
// Careful! Only call this when the page unloads, after the AudioContext is no longer processing.
void releaseMemory();
protected:
AudioBuffer(unsigned numberOfChannels, size_t numberOfFrames, float sampleRate);
explicit AudioBuffer(AudioBus*);
double m_gain; // scalar gain
float m_sampleRate;
size_t m_length;
Vector<RefPtr<Float32Array> > m_channels;
};
} // namespace WebCore
#endif // AudioBuffer_h