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Searched
defs:AudioNode
(Results
1 - 3
of
3
) sorted by null
/external/webkit/Source/WebCore/webaudio/
AudioNode.cpp
29
#include "
AudioNode
.h"
38
AudioNode
::
AudioNode
(AudioContext* context, double sampleRate)
53
atexit(
AudioNode
::printNodeCounts);
58
AudioNode
::~
AudioNode
()
62
printf("%p: %d:
AudioNode
::~
AudioNode
() %d %d %d\n", this, type(), m_normalRefCount, m_connectionRefCount, m_disabledRefCount);
66
void
AudioNode
::initialize()
71
void
AudioNode
::uninitialize(
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AudioNode.h
41
// An
AudioNode
is the basic building block for handling audio within an AudioContext.
43
// Each
AudioNode
can have inputs and/or outputs. An AudioSourceNode has no inputs and a single output.
47
class
AudioNode
{
51
AudioNode
(AudioContext*, double sampleRate);
52
virtual ~
AudioNode
();
113
bool connect(
AudioNode
* destination, unsigned outputIndex = 0, unsigned inputIndex = 0);
118
// processIfNecessary() is called by our output(s) when the rendering graph needs this
AudioNode
to process.
119
// This method ensures that the
AudioNode
will only process once per rendering time quantum even if it's called repeatedly.
120
// This handles the case of "fanout" where an output is connected to multiple
AudioNode
inputs.
136
// Inputs and outputs must be created before the
AudioNode
is initialized
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/external/jmonkeyengine/engine/src/core/com/jme3/audio/
AudioNode.java
49
* An <code>
AudioNode
</code> is used in jME3 for playing audio files.
51
* First, an {@link
AudioNode
} is loaded from file, and then assigned
58
* The "positional" property of an
AudioNode
can be set via
59
* {@link
AudioNode
#setPositional(boolean) }.
64
public class
AudioNode
extends Node {
92
* {@link
AudioNode
#play() } is called.
103
* This will be set if {@link
AudioNode
#stop() } is called
110
* Creates a new <code>
AudioNode
</code> without any audio data set.
112
public
AudioNode
() {
116
* Creates a new <code>
AudioNode
</code> without any audio data set
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Completed in 134 milliseconds