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