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8 changes: 5 additions & 3 deletions src/Beutl.Engine/Audio/Graph/AudioContext.cs
Original file line number Diff line number Diff line change
Expand Up @@ -144,8 +144,6 @@ public GainNode CreateGainNode(IProperty<float> gain)
public ShiftNode CreateShiftNode(TimeSpan shift)
{
ThrowIfDisposed();
if(shift < TimeSpan.Zero)
throw new ArgumentOutOfRangeException(nameof(shift), "Shift must be non-negative.");

// Try to reuse from previous nodes
if (_previousNodes != null)
Expand Down Expand Up @@ -500,12 +498,16 @@ public void EndUpdate()
ThrowIfDisposed();

// Dispose unused nodes from previous state
if (_previousNodes != null)
if (_previousNodes is { Count: > 0 })
{
foreach (var prevNode in _previousNodes)
{
if (!_nodes.Contains(prevNode))
{
foreach (AudioNode node in _nodes)
{
node.RemoveInput(prevNode);
}
prevNode.Dispose();
}
}
Expand Down
7 changes: 6 additions & 1 deletion src/Beutl.Engine/Audio/Sound.cs
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,8 @@ public Sound()
ScanProperties<Sound>();
}

public IProperty<TimeSpan> OffsetPosition { get; } = Property.Create<TimeSpan>();

[Range(0, float.MaxValue)]
public IProperty<float> Gain { get; } = Property.CreateAnimatable(100f);

Expand All @@ -39,8 +41,11 @@ public virtual void Compose(AudioContext context)
// Create source node
var sourceNode = context.CreateSourceNode(soundSource);

var shiftNode = context.CreateShiftNode(OffsetPosition.CurrentValue);
context.Connect(sourceNode, shiftNode);

var resampleNode = context.CreateResampleNode(soundSource.SampleRate);
context.Connect(sourceNode, resampleNode);
context.Connect(shiftNode, resampleNode);

var speedNode = context.CreateSpeedNode(Speed);
context.Connect(resampleNode, speedNode);
Expand Down
2 changes: 0 additions & 2 deletions src/Beutl.Engine/Audio/SourceSound.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,8 +12,6 @@ public SourceSound()

public IProperty<ISoundSource?> Source { get; } = Property.Create<ISoundSource?>();

public IProperty<TimeSpan> OffsetPosition { get; } = Property.Create<TimeSpan>();

protected override ISoundSource? GetSoundSource()
{
return Source.CurrentValue;
Expand Down
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