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Sign upAdd basic channels abstraction, ChannelMergerNode, and sink support for channels #54
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We can land this now before everything else is in place just to make things easier |
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Scratch that, I planned ahead pretty well and the actual stuff was easy to implement with this abstraction in place. https://twitter.com/ManishEarth/status/1002328167816630272?s=19 strikes again |
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Nice! LGTM |
| use servo_media::audio::gain_node::GainNodeOptions; | ||
| use servo_media::audio::node::{AudioNodeMessage, AudioNodeType}; | ||
| use servo_media::audio::oscillator_node::OscillatorNodeMessage; | ||
| use servo_media::audio::param::UserAutomationEvent; |
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Manishearth commentedJun 21, 2018
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edited
Channels are stored as a continuous buffer with each FRAMES_PER_BLOCK chunk being one channel. They can also be grouped together via
repeat-- e.g. if an oscillator node produces 2 channels of output, it will actually produce one channel with arepeatbit set. Similarly, one-channel blocks will be upmixed to 2-channelrepeatblocks.The iterator is a bit awkward due to the lack of associated type constructors (it's a streaming iterator).
part of #18