本文整理汇总了C++中AudioNodeInput类的典型用法代码示例。如果您正苦于以下问题:C++ AudioNodeInput类的具体用法?C++ AudioNodeInput怎么用?C++ AudioNodeInput使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了AudioNodeInput类的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ASSERT
void ChannelMergerNode::process(size_t framesToProcess)
{
AudioNodeOutput* output = this->output(0);
ASSERT(output);
ASSERT_UNUSED(framesToProcess, framesToProcess == output->bus()->length());
// Output bus not updated yet, so just output silence.
if (m_desiredNumberOfOutputChannels != output->numberOfChannels()) {
output->bus()->zero();
return;
}
// Merge all the channels from all the inputs into one output.
unsigned outputChannelIndex = 0;
for (unsigned i = 0; i < numberOfInputs(); ++i) {
AudioNodeInput* input = this->input(i);
if (input->isConnected()) {
unsigned numberOfInputChannels = input->bus()->numberOfChannels();
// Merge channels from this particular input.
for (unsigned j = 0; j < numberOfInputChannels; ++j) {
AudioChannel* inputChannel = input->bus()->channel(j);
AudioChannel* outputChannel = output->bus()->channel(outputChannelIndex);
outputChannel->copyFrom(inputChannel);
++outputChannelIndex;
}
}
}
ASSERT(outputChannelIndex == output->numberOfChannels());
}
示例2: ASSERT
// Any time a connection or disconnection happens on any of our inputs, we potentially need to change the
// number of channels of our output.
void ChannelMergerNode::checkNumberOfChannelsForInput(AudioNodeInput* input)
{
ASSERT(context()->isAudioThread() && context()->isGraphOwner());
// Count how many channels we have all together from all of the inputs.
unsigned numberOfOutputChannels = 0;
for (unsigned i = 0; i < numberOfInputs(); ++i) {
AudioNodeInput* input = this->input(i);
if (input->isConnected())
numberOfOutputChannels += input->numberOfChannels();
}
// If the actual number of channels exceeds the max allowed, just drop the excess.
numberOfOutputChannels = std::min(numberOfOutputChannels, AudioContext::maxNumberOfChannels());
// Set the correct number of channels on the output
AudioNodeOutput* output = this->output(0);
ASSERT(output);
output->setNumberOfChannels(numberOfOutputChannels);
// There can in rare cases be a slight delay before the output bus is updated to the new number of
// channels because of tryLocks() in the context's updating system. So record the new number of
// output channels here.
m_desiredNumberOfOutputChannels = numberOfOutputChannels;
AudioNode::checkNumberOfChannelsForInput(input);
}
示例3: ASSERT
void PannerNode::notifyAudioSourcesConnectedToNode(AudioNode* node, HashSet<AudioNode*>& visitedNodes)
{
ASSERT(node);
if (!node)
return;
// First check if this node is an AudioBufferSourceNode. If so, let it know about us so that doppler shift pitch can be taken into account.
if (node->nodeType() == NodeTypeAudioBufferSource) {
AudioBufferSourceNode* bufferSourceNode = reinterpret_cast<AudioBufferSourceNode*>(node);
bufferSourceNode->setPannerNode(this);
} else {
// Go through all inputs to this node.
for (unsigned i = 0; i < node->numberOfInputs(); ++i) {
AudioNodeInput* input = node->input(i);
// For each input, go through all of its connections, looking for AudioBufferSourceNodes.
for (unsigned j = 0; j < input->numberOfRenderingConnections(); ++j) {
AudioNodeOutput* connectedOutput = input->renderingOutput(j);
AudioNode* connectedNode = connectedOutput->node();
if (visitedNodes.contains(connectedNode))
continue;
visitedNodes.add(connectedNode);
notifyAudioSourcesConnectedToNode(connectedNode, visitedNodes);
}
}
}
}
示例4: ASSERT
void PannerNode::notifyAudioSourcesConnectedToNode(AudioNode* node, HashMap<AudioNode*, bool>& visitedNodes)
{
ASSERT(node);
if (!node)
return;
// First check if this node is an AudioBufferSourceNode. If so, let it know about us so that doppler shift pitch can be taken into account.
if (node->nodeType() == NodeTypeAudioBufferSource) {
AudioBufferSourceNode* bufferSourceNode = static_cast<AudioBufferSourceNode*>(node);
bufferSourceNode->setPannerNode(this);
} else {
// Go through all inputs to this node.
for (unsigned i = 0; i < node->numberOfInputs(); ++i) {
AudioNodeInput* input = node->input(i);
// For each input, go through all of its connections, looking for AudioBufferSourceNodes.
for (unsigned j = 0; j < input->numberOfRenderingConnections(); ++j) {
AudioNodeOutput* connectedOutput = input->renderingOutput(j);
AudioNode* connectedNode = connectedOutput->node();
HashMap<AudioNode*, bool>::iterator iterator = visitedNodes.find(connectedNode);
// If we've seen this node already, we don't need to process it again. Otherwise,
// mark it as visited and recurse through the node looking for sources.
if (iterator == visitedNodes.end()) {
visitedNodes.set(connectedNode, true);
notifyAudioSourcesConnectedToNode(connectedNode, visitedNodes); // recurse
}
}
}
}
}
示例5: ASSERT
void AudioNodeOutput::disconnectAllInputs()
{
ASSERT(context()->isGraphOwner());
// AudioNodeInput::disconnect() changes m_inputs by calling removeInput().
while (!m_inputs.isEmpty()) {
AudioNodeInput* input = *m_inputs.begin();
input->disconnect(this);
}
}
示例6: ASSERT
// Any time a connection or disconnection happens on any of our inputs, we potentially need to change the
// number of channels of our output.
void AudioChannelMerger::checkNumberOfChannelsForInput(AudioNodeInput*)
{
ASSERT(context()->isAudioThread() && context()->isGraphOwner());
// Count how many channels we have all together from all of the inputs.
unsigned numberOfOutputChannels = 0;
for (unsigned i = 0; i < numberOfInputs(); ++i) {
AudioNodeInput* input = this->input(i);
if (input->isConnected())
numberOfOutputChannels += input->bus()->numberOfChannels();
}
// Set the correct number of channels on the output
AudioNodeOutput* output = this->output(0);
ASSERT(output);
output->setNumberOfChannels(numberOfOutputChannels);
}
示例7: ASSERT
void AudioNode::connect(AudioNode* destination, unsigned outputIndex, unsigned inputIndex, ExceptionState& exceptionState)
{
ASSERT(isMainThread());
AudioContext::AutoLocker locker(context());
if (!destination) {
exceptionState.throwDOMException(
SyntaxError,
"invalid destination node.");
return;
}
// Sanity check input and output indices.
if (outputIndex >= numberOfOutputs()) {
exceptionState.throwDOMException(
IndexSizeError,
"output index (" + String::number(outputIndex) + ") exceeds number of outputs (" + String::number(numberOfOutputs()) + ").");
return;
}
if (destination && inputIndex >= destination->numberOfInputs()) {
exceptionState.throwDOMException(
IndexSizeError,
"input index (" + String::number(inputIndex) + ") exceeds number of inputs (" + String::number(destination->numberOfInputs()) + ").");
return;
}
if (context() != destination->context()) {
exceptionState.throwDOMException(
SyntaxError,
"cannot connect to a destination belonging to a different audio context.");
return;
}
AudioNodeInput* input = destination->input(inputIndex);
AudioNodeOutput* output = this->output(outputIndex);
input->connect(output);
// Let context know that a connection has been made.
context()->incrementConnectionCount();
}
示例8: disconnectInput
void AudioNodeOutput::disconnectInput(AudioNodeInput& input) {
ASSERT(deferredTaskHandler().isGraphOwner());
DCHECK(isConnectedToInput(input));
input.disconnect(*this);
}
示例9: removeInput
void AudioNodeOutput::removeInput(AudioNodeInput& input) {
ASSERT(deferredTaskHandler().isGraphOwner());
input.handler().breakConnection();
m_inputs.remove(&input);
}
示例10: addInput
void AudioNodeOutput::addInput(AudioNodeInput& input) {
ASSERT(deferredTaskHandler().isGraphOwner());
m_inputs.add(&input);
input.handler().makeConnection();
}