root/MediaStreamAudioSourceNode.h

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#ifndef MediaStreamAudioSourceNode_h
#define MediaStreamAudioSourceNode_h

#if ENABLE(WEB_AUDIO)

#include "core/platform/audio/AudioSourceProvider.h"
#include "core/platform/audio/AudioSourceProviderClient.h"
#include "modules/mediastream/MediaStream.h"
#include "modules/webaudio/AudioSourceNode.h"
#include "wtf/OwnPtr.h"
#include "wtf/PassRefPtr.h"
#include "wtf/Threading.h"

namespace WebCore {

class AudioContext;

class MediaStreamAudioSourceNode : public AudioSourceNode, public AudioSourceProviderClient {
public:
    static PassRefPtr<MediaStreamAudioSourceNode> create(AudioContext*, MediaStream*, AudioSourceProvider*);

    virtual ~MediaStreamAudioSourceNode();

    MediaStream* mediaStream() { return m_mediaStream.get(); }

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

    // AudioSourceProviderClient
    virtual void setFormat(size_t numberOfChannels, float sampleRate);

    AudioSourceProvider* audioSourceProvider() const { return m_audioSourceProvider; }

private:
    MediaStreamAudioSourceNode(AudioContext*, MediaStream*, AudioSourceProvider*);

    // As an audio source, we will never propagate silence.
    virtual bool propagatesSilence() const OVERRIDE { return false; }

    RefPtr<MediaStream> m_mediaStream;
    AudioSourceProvider* m_audioSourceProvider;

    Mutex m_processLock;

    unsigned m_sourceNumberOfChannels;
};

} // namespace WebCore

#endif // ENABLE(WEB_AUDIO)

#endif // MediaStreamAudioSourceNode_h

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