AudioNode is the basic building block for a signal processing graph. It may be an audio source, an intermediate processing module, or an audio destination. Each AudioNode can have inputs and/or outputs. An AudioHardwareDeviceNode has one input and no outputs and represents the final destination to the audio hardware. Most processing nodes such as filters will have one input and one output,
| 81 | // Most processing nodes such as filters will have one input and one output, |
| 82 | // |
| 83 | class AudioNode |
| 84 | { |
| 85 | static void _printGraph(const AudioNode * root, |
| 86 | std::function<void(const char *)> prnln, int indent); |
| 87 | |
| 88 | public : |
| 89 | enum : int |
| 90 | { |
| 91 | ProcessingSizeInFrames = 128 |
| 92 | }; |
| 93 | |
| 94 | int color = 0; |
| 95 | |
| 96 | AudioNode() = delete; |
| 97 | virtual ~AudioNode(); |
| 98 | |
| 99 | explicit AudioNode(AudioContext &, AudioNodeDescriptor const &); |
| 100 | |
| 101 | static void printGraph(const AudioNode* root, |
| 102 | std::function<void(const char *)> prnln); |
| 103 | |
| 104 | //-------------------------------------------------- |
| 105 | // required interface |
| 106 | // |
| 107 | virtual const char* name() const = 0; |
| 108 | |
| 109 | // The input busses (if any) will already have their input data available |
| 110 | // when process() is called. Subclasses will take this input data and |
| 111 | // render into this node's output buses. |
| 112 | // Called from context's audio thread. |
| 113 | virtual void process(ContextRenderLock &, int bufferSize) = 0; |
| 114 | |
| 115 | // Resets DSP processing state (clears delay lines, filter memory, etc.) |
| 116 | // Called from context's audio thread. |
| 117 | virtual void reset(ContextRenderLock &) = 0; |
| 118 | |
| 119 | // tailTime() is the length of time (not counting latency time) where |
| 120 | // non-zero output may occur after continuous silent input. |
| 121 | virtual double tailTime(ContextRenderLock & r) const = 0; |
| 122 | |
| 123 | // latencyTime() is the length of time it takes for non-zero output to |
| 124 | // appear after non-zero input is provided. This only applies to processing |
| 125 | // delay which is an artifact of the processing algorithm chosen and is |
| 126 | // *not* part of the intrinsic desired effect. For example, a "delay" |
| 127 | // effect is expected to delay the signal, and thus would not be considered |
| 128 | // latency. |
| 129 | virtual double latencyTime(ContextRenderLock & r) const = 0; |
| 130 | |
| 131 | //-------------------------------------------------- |
| 132 | // overridable interface |
| 133 | // |
| 134 | // If the final node class has ScheduledNode in its class hierarchy, this |
| 135 | // will return true. This is to save the cost of a dynamic_cast when |
| 136 | // scheduling nodes. |
| 137 | virtual bool isScheduledNode() const { return false; } |
| 138 | |
| 139 | // No significant resources should be allocated until initialize() is called. |
| 140 | // Processing may not occur until a node is initialized. |
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