#ifndef AudioDestinationNode_h
#define AudioDestinationNode_h
-#include "AudioDestination.h"
+#include "AudioBuffer.h"
#include "AudioNode.h"
#include "AudioSourceProvider.h"
-#include <wtf/OwnPtr.h>
-#include <wtf/PassRefPtr.h>
namespace WebCore {
class AudioDestinationNode : public AudioNode, public AudioSourceProvider {
public:
- static PassRefPtr<AudioDestinationNode> create(AudioContext* context)
- {
- return adoptRef(new AudioDestinationNode(context));
- }
-
+ AudioDestinationNode(AudioContext*, double sampleRate);
virtual ~AudioDestinationNode();
// AudioNode
virtual void process(size_t) { }; // we're pulled by hardware so this is never called
virtual void reset() { m_currentTime = 0.0; };
- virtual void initialize();
- virtual void uninitialize();
// The audio hardware calls here periodically to gets its input stream.
virtual void provideInput(AudioBus*, size_t numberOfFrames);
double currentTime() { return m_currentTime; }
- double sampleRate() const { return m_destination->sampleRate(); }
+ virtual double sampleRate() const = 0;
- unsigned numberOfChannels() const { return 2; } // FIXME: update when multi-channel (more than stereo) is supported
-
-private:
- AudioDestinationNode(AudioContext*);
+ virtual unsigned numberOfChannels() const { return 2; } // FIXME: update when multi-channel (more than stereo) is supported
- OwnPtr<AudioDestination> m_destination;
+ virtual void startRendering() = 0;
+
+protected:
double m_currentTime;
};