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-rw-r--r--third_party/WebKit/Source/modules/webaudio/AudioNodeOutput.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/third_party/WebKit/Source/modules/webaudio/AudioNodeOutput.cpp b/third_party/WebKit/Source/modules/webaudio/AudioNodeOutput.cpp
index 1eb9678..01625dd 100644
--- a/third_party/WebKit/Source/modules/webaudio/AudioNodeOutput.cpp
+++ b/third_party/WebKit/Source/modules/webaudio/AudioNodeOutput.cpp
@@ -95,7 +95,7 @@ void AudioNodeOutput::updateNumberOfChannels()
void AudioNodeOutput::propagateChannelCount()
{
ASSERT(context()->isAudioThread() && context()->isGraphOwner());
-
+
if (isChannelCountKnown()) {
// Announce to any nodes we're connected to that we changed our channel count for its input.
for (InputsIterator i = m_inputs.begin(); i != m_inputs.end(); ++i) {
@@ -110,13 +110,13 @@ AudioBus* AudioNodeOutput::pull(AudioBus* inPlaceBus, size_t framesToProcess)
{
ASSERT(context()->isAudioThread());
ASSERT(m_renderingFanOutCount > 0 || m_renderingParamFanOutCount > 0);
-
+
// Causes our AudioNode to process if it hasn't already for this render quantum.
// We try to do in-place processing (using inPlaceBus) if at all possible,
// but we can't process in-place if we're connected to more than one input (fan-out > 1).
// In this case pull() is called multiple times per rendering quantum, and the processIfNecessary() call below will
- // cause our node to process() only the first time, caching the output in m_internalOutputBus for subsequent calls.
-
+ // cause our node to process() only the first time, caching the output in m_internalOutputBus for subsequent calls.
+
m_isInPlace = inPlaceBus && inPlaceBus->numberOfChannels() == numberOfChannels() && (m_renderingFanOutCount + m_renderingParamFanOutCount) == 1;
m_inPlaceBus = m_isInPlace ? inPlaceBus : 0;
@@ -178,7 +178,7 @@ void AudioNodeOutput::removeInput(AudioNodeInput* input)
void AudioNodeOutput::disconnectAllInputs()
{
ASSERT(context()->isGraphOwner());
-
+
// AudioNodeInput::disconnect() changes m_inputs by calling removeInput().
while (!m_inputs.isEmpty()) {
AudioNodeInput* input = *m_inputs.begin();