Esempio n. 1
0
AbstractAudioContext* AudioContext::create(Document& document, ExceptionState& exceptionState)
{
    ASSERT(isMainThread());
    if (s_hardwareContextCount >= MaxHardwareContexts) {
        exceptionState.throwDOMException(
            NotSupportedError,
            ExceptionMessages::indexExceedsMaximumBound(
                "number of hardware contexts",
                s_hardwareContextCount,
                MaxHardwareContexts));
        return nullptr;
    }

    AudioContext* audioContext = new AudioContext(document);
    audioContext->suspendIfNeeded();

    // This starts the audio thread. The destination node's
    // provideInput() method will now be called repeatedly to render
    // audio.  Each time provideInput() is called, a portion of the
    // audio stream is rendered. Let's call this time period a "render
    // quantum". NOTE: for now AudioContext does not need an explicit
    // startRendering() call from JavaScript.  We may want to consider
    // requiring it for symmetry with OfflineAudioContext.
    audioContext->startRendering();
    ++s_hardwareContextCount;
#if DEBUG_AUDIONODE_REFERENCES
    fprintf(stderr, "%p: AudioContext::AudioContext(): %u #%u\n",
        audioContext, audioContext->m_contextId, s_hardwareContextCount);
#endif

    return audioContext;
}
Esempio n. 2
0
AudioContext* AudioContext::create(Document& document, ExceptionState& exceptionState)
{
    ASSERT(isMainThread());
    if (s_hardwareContextCount >= MaxHardwareContexts) {
        exceptionState.throwDOMException(
            NotSupportedError,
            ExceptionMessages::indexExceedsMaximumBound(
                "number of hardware contexts",
                s_hardwareContextCount,
                MaxHardwareContexts));
        return nullptr;
    }

    AudioContext* audioContext = new AudioContext(&document);
    audioContext->suspendIfNeeded();
    return audioContext;
}