gecko/dom/webidl/AudioBufferSourceNode.webidl
Robert O'Callahan 45c5e4a1ad Bug 804837. Part 9: Update WebAudio implementation to integrate with AudioNodeStream. r=ehsan
This is a mega-patch that was too hard to disentangle. Here's what it does:
-- Create infrastructure around AudioNode::UpdateOutputEnded to detect
when a node can no longer produce any output. When that becomes true,
disconnect it from the AudioNode graph.
-- Have AudioNode implement JSBindingFinalized to use as input in
UpdateOutputEnded.
-- Give every AudioNode a MediaStream, and give every connection
a MediaInputPort.
-- Actually play the audio that reaches the AudioContext's destination node.
-- Force AudioContext to use the audio sample rate defined by MediaStreamGraph.
-- Fix AudioBufferSourceNode's start and stop methods to possibly throw and
take default 'when' parameters.
-- Create an AudioNodeStream for AudioBufferSourceNode and give it a
AudioBufferSourceNodeEngine that does what's needed. Set parameters for
this engine in the start() and stop() methods.
-- Create AudioBuffer::GetThreadSharedChannelsForRate, which is responsible
for stealing the contents of any JS array buffers, and bundling them up
into a thread-shared read-only buffer object which can be used as
part of an AudioChunk. This method will also be responsible for
resampling and caching as necessary.
2013-02-05 12:07:25 +13:00

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/* -*- Mode: IDL; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/.
*
* The origin of this IDL file is
* https://dvcs.w3.org/hg/audio/raw-file/tip/webaudio/specification.html
*
* Copyright © 2012 W3C® (MIT, ERCIM, Keio), All Rights Reserved. W3C
* liability, trademark and document use rules apply.
*/
[PrefControlled]
interface AudioBufferSourceNode : AudioSourceNode {
//const unsigned short UNSCHEDULED_STATE = 0;
//const unsigned short SCHEDULED_STATE = 1;
//const unsigned short PLAYING_STATE = 2;
//const unsigned short FINISHED_STATE = 3;
//readonly attribute unsigned short playbackState;
// Playback this in-memory audio asset
// Many sources can share the same buffer
attribute AudioBuffer? buffer;
//attribute AudioParam playbackRate;
//attribute boolean loop;
[Throws]
void start(optional double when = 0, optional double grainOffset = 0,
optional double grainDuration);
[Throws]
void stop(optional double when = 0);
};