/* * Copyright (C) 2011, Google Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * 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 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include "AudioBuffer.h" #include "AudioDestinationNode.h" #include <wtf/RefPtr.h> #include <wtf/Threading.h> namespace WebCore { class AudioBus; class AudioContext; class OfflineAudioDestinationNode : public AudioDestinationNode { public: static Ref<OfflineAudioDestinationNode> create(AudioContext& context, AudioBuffer* renderTarget) { return adoptRef(*new OfflineAudioDestinationNode(context, renderTarget)); } virtual ~OfflineAudioDestinationNode(); // AudioNode void initialize() override; void uninitialize() override; // AudioDestinationNode void enableInput(const String&) override { } void startRendering() override; float sampleRate() const override { return m_renderTarget->sampleRate(); } private: OfflineAudioDestinationNode(AudioContext&, AudioBuffer* renderTarget); // This AudioNode renders into this AudioBuffer. RefPtr<AudioBuffer> m_renderTarget; // Temporary AudioBus for each render quantum. RefPtr<AudioBus> m_renderBus; // Rendering thread. RefPtr<Thread> m_renderThread; bool m_startedRendering; void offlineRender(); // For completion callback on main thread. void notifyComplete(); }; } // namespace WebCore