本文整理汇总了C++中AudioNodeOutput类的典型用法代码示例。如果您正苦于以下问题:C++ AudioNodeOutput类的具体用法?C++ AudioNodeOutput怎么用?C++ AudioNodeOutput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AudioNodeOutput类的15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 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2: ASSERT
bool AudioNode::connect(AudioNode* destination, unsigned outputIndex, unsigned inputIndex)
{
ASSERT(isMainThread());
AudioContext::AutoLocker locker(context());
// Sanity check input and output indices.
if (outputIndex >= numberOfOutputs())
return false;
if (destination && inputIndex >= destination->numberOfInputs())
return false;
AudioNodeOutput* output = this->output(outputIndex);
if (!destination) {
// Disconnect output from any inputs it may be currently connected to.
output->disconnectAllInputs();
return true;
}
if (context() != destination->context())
return false;
AudioNodeInput* input = destination->input(inputIndex);
input->connect(output);
// Let context know that a connection has been made.
context()->incrementConnectionCount();
return true;
}
示例3: ASSERT
AudioBus* AudioNodeInput::pull(AudioBus* inPlaceBus, size_t framesToProcess)
{
ASSERT(context()->isAudioThread());
// Handle single connection case.
if (numberOfRenderingConnections() == 1 && node()->internalChannelCountMode() == AudioNode::Max) {
// The output will optimize processing using inPlaceBus if it's able.
AudioNodeOutput* output = this->renderingOutput(0);
return output->pull(inPlaceBus, framesToProcess);
}
AudioBus* internalSummingBus = this->internalSummingBus();
if (!numberOfRenderingConnections()) {
// At least, generate silence if we're not connected to anything.
// FIXME: if we wanted to get fancy, we could propagate a 'silent hint' here to optimize the downstream graph processing.
internalSummingBus->zero();
return internalSummingBus;
}
// Handle multiple connections case.
sumAllConnections(internalSummingBus, framesToProcess);
return internalSummingBus;
}
示例4: 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5: 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6: process
void AudioChannelMerger::process(size_t framesToProcess)
{
AudioNodeOutput* output = this->output(0);
ASSERT(output);
ASSERT_UNUSED(framesToProcess, framesToProcess == output->bus()->length());
// 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7: numberOfChannels
unsigned AudioNodeInput::numberOfChannels() const
{
// Find the number of channels of the connection with the largest number of channels.
unsigned maxChannels = 1; // one channel is the minimum allowed
for (HashSet<AudioNodeOutput*>::iterator i = m_outputs.begin(); i != m_outputs.end(); ++i) {
AudioNodeOutput* output = *i;
maxChannels = max(maxChannels, output->bus()->numberOfChannels());
}
return maxChannels;
}
示例8: ASSERT
void AudioNode::disconnect(unsigned outputIndex, ExceptionState& exceptionState)
{
ASSERT(isMainThread());
AudioContext::AutoLocker locker(context());
// 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;
}
AudioNodeOutput* output = this->output(outputIndex);
output->disconnectAll();
}
示例9: 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10: ASSERT
void AudioSummingJunction::updateRenderingState()
{
ASSERT(context()->isAudioThread() && context()->isGraphOwner());
if (m_renderingStateNeedUpdating) {
// Copy from m_outputs to m_renderingOutputs.
m_renderingOutputs.resize(m_outputs.size());
unsigned j = 0;
for (HashSet<AudioNodeOutput*>::iterator i = m_outputs.begin(); i != m_outputs.end(); ++i, ++j) {
AudioNodeOutput* output = *i;
m_renderingOutputs[j] = output;
output->updateRenderingState();
}
didUpdate();
m_renderingStateNeedUpdating = false;
}
}
示例11: disconnect
void AudioParamHandler::disconnect(AudioNodeOutput& output)
{
ASSERT(deferredTaskHandler().isGraphOwner());
if (m_outputs.contains(&output)) {
m_outputs.remove(&output);
changedOutputs();
output.removeParam(*this);
}
}
示例12: ASSERT
void AudioNodeInput::updateRenderingState()
{
ASSERT(context()->isAudioThread() && context()->isGraphOwner());
if (m_renderingStateNeedUpdating && !node()->isMarkedForDeletion()) {
// Copy from m_outputs to m_renderingOutputs.
m_renderingOutputs.resize(m_outputs.size());
unsigned j = 0;
for (HashSet<AudioNodeOutput*>::iterator i = m_outputs.begin(); i != m_outputs.end(); ++i, ++j) {
AudioNodeOutput* output = *i;
m_renderingOutputs[j] = output;
output->updateRenderingState();
}
node()->checkNumberOfChannelsForInput(this);
m_renderingStateNeedUpdating = false;
}
}
示例13: connect
void AudioNodeInput::connect(AudioNodeOutput& output) {
ASSERT(deferredTaskHandler().isGraphOwner());
// Check if we're already connected to this output.
if (m_outputs.contains(&output))
return;
output.addInput(*this);
m_outputs.add(&output);
changedOutputs();
}
示例14: connect
void AudioParamHandler::connect(AudioNodeOutput& output)
{
ASSERT(deferredTaskHandler().isGraphOwner());
if (m_outputs.contains(&output))
return;
output.addParam(*this);
m_outputs.add(&output);
changedOutputs();
}
示例15: node
unsigned AudioNodeInput::numberOfChannels() const
{
AudioNode::ChannelCountMode mode = node()->internalChannelCountMode();
if (mode == AudioNode::Explicit)
return node()->channelCount();
// Find the number of channels of the connection with the largest number of channels.
unsigned maxChannels = 1; // one channel is the minimum allowed
for (HashSet<AudioNodeOutput*>::iterator i = m_outputs.begin(); i != m_outputs.end(); ++i) {
AudioNodeOutput* output = *i;
// Use output()->numberOfChannels() instead of output->bus()->numberOfChannels(),
// because the calling of AudioNodeOutput::bus() is not safe here.
maxChannels = max(maxChannels, output->numberOfChannels());
}
if (mode == AudioNode::ClampedMax)
maxChannels = min(maxChannels, static_cast<unsigned>(node()->channelCount()));
return maxChannels;
}