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Diffstat (limited to 'Source/WebCore/Modules/webaudio/AudioDestinationNode.cpp')
-rw-r--r--Source/WebCore/Modules/webaudio/AudioDestinationNode.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/Source/WebCore/Modules/webaudio/AudioDestinationNode.cpp b/Source/WebCore/Modules/webaudio/AudioDestinationNode.cpp
index 6f489b2a9..2d3eef60d 100644
--- a/Source/WebCore/Modules/webaudio/AudioDestinationNode.cpp
+++ b/Source/WebCore/Modules/webaudio/AudioDestinationNode.cpp
@@ -28,7 +28,6 @@
#include "AudioDestinationNode.h"
-#include "AudioBus.h"
#include "AudioContext.h"
#include "AudioNodeInput.h"
#include "AudioNodeOutput.h"
@@ -51,8 +50,7 @@ AudioDestinationNode::~AudioDestinationNode()
uninitialize();
}
-// The audio hardware calls us back here to gets its input stream.
-void AudioDestinationNode::provideInput(AudioBus* destinationBus, size_t numberOfFrames)
+void AudioDestinationNode::render(AudioBus* sourceBus, AudioBus* destinationBus, size_t numberOfFrames)
{
// We don't want denormals slowing down any of the audio processing
// since they can very seriously hurt performance.
@@ -69,6 +67,10 @@ void AudioDestinationNode::provideInput(AudioBus* destinationBus, size_t numberO
// Let the context take care of any business at the start of each render quantum.
context()->handlePreRenderTasks();
+ // Prepare the local audio input provider for this render quantum.
+ if (sourceBus)
+ m_localAudioInputProvider.set(sourceBus);
+
// This will cause the node(s) connected to us to process, which in turn will pull on their input(s),
// all the way backwards through the rendering graph.
AudioBus* renderedBus = input(0)->pull(destinationBus, numberOfFrames);