Merge pull request #5042 from zhengbli/FixFloat32ArrayInLib

Fix the bug turning Float32Array type to any
This commit is contained in:
Zhengbo Li 2015-10-01 10:02:42 -07:00
commit a6ba6fa10a
2 changed files with 19 additions and 19 deletions

View File

@ -202,8 +202,8 @@ interface AnalyserNode extends AudioNode {
smoothingTimeConstant: number;
getByteFrequencyData(array: Uint8Array): void;
getByteTimeDomainData(array: Uint8Array): void;
getFloatFrequencyData(array: any): void;
getFloatTimeDomainData(array: any): void;
getFloatFrequencyData(array: Float32Array): void;
getFloatTimeDomainData(array: Float32Array): void;
}
declare var AnalyserNode: {
@ -290,7 +290,7 @@ interface AudioBuffer {
length: number;
numberOfChannels: number;
sampleRate: number;
getChannelData(channel: number): any;
getChannelData(channel: number): Float32Array;
}
declare var AudioBuffer: {
@ -334,7 +334,7 @@ interface AudioContext extends EventTarget {
createMediaElementSource(mediaElement: HTMLMediaElement): MediaElementAudioSourceNode;
createOscillator(): OscillatorNode;
createPanner(): PannerNode;
createPeriodicWave(real: any, imag: any): PeriodicWave;
createPeriodicWave(real: Float32Array, imag: Float32Array): PeriodicWave;
createScriptProcessor(bufferSize?: number, numberOfInputChannels?: number, numberOfOutputChannels?: number): ScriptProcessorNode;
createStereoPanner(): StereoPannerNode;
createWaveShaper(): WaveShaperNode;
@ -392,7 +392,7 @@ interface AudioParam {
linearRampToValueAtTime(value: number, endTime: number): void;
setTargetAtTime(target: number, startTime: number, timeConstant: number): void;
setValueAtTime(value: number, startTime: number): void;
setValueCurveAtTime(values: any, startTime: number, duration: number): void;
setValueCurveAtTime(values: Float32Array, startTime: number, duration: number): void;
}
declare var AudioParam: {
@ -468,7 +468,7 @@ interface BiquadFilterNode extends AudioNode {
frequency: AudioParam;
gain: AudioParam;
type: string;
getFrequencyResponse(frequencyHz: any, magResponse: any, phaseResponse: any): void;
getFrequencyResponse(frequencyHz: Float32Array, magResponse: Float32Array, phaseResponse: Float32Array): void;
}
declare var BiquadFilterNode: {
@ -10893,7 +10893,7 @@ declare var WEBGL_depth_texture: {
}
interface WaveShaperNode extends AudioNode {
curve: any;
curve: Float32Array;
oversample: string;
}
@ -11080,34 +11080,34 @@ interface WebGLRenderingContext {
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, video: HTMLVideoElement): void;
texSubImage2D(target: number, level: number, xoffset: number, yoffset: number, format: number, type: number, pixels: ImageData): void;
uniform1f(location: WebGLUniformLocation, x: number): void;
uniform1fv(location: WebGLUniformLocation, v: any): void;
uniform1fv(location: WebGLUniformLocation, v: Float32Array): void;
uniform1i(location: WebGLUniformLocation, x: number): void;
uniform1iv(location: WebGLUniformLocation, v: Int32Array): void;
uniform2f(location: WebGLUniformLocation, x: number, y: number): void;
uniform2fv(location: WebGLUniformLocation, v: any): void;
uniform2fv(location: WebGLUniformLocation, v: Float32Array): void;
uniform2i(location: WebGLUniformLocation, x: number, y: number): void;
uniform2iv(location: WebGLUniformLocation, v: Int32Array): void;
uniform3f(location: WebGLUniformLocation, x: number, y: number, z: number): void;
uniform3fv(location: WebGLUniformLocation, v: any): void;
uniform3fv(location: WebGLUniformLocation, v: Float32Array): void;
uniform3i(location: WebGLUniformLocation, x: number, y: number, z: number): void;
uniform3iv(location: WebGLUniformLocation, v: Int32Array): void;
uniform4f(location: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
uniform4fv(location: WebGLUniformLocation, v: any): void;
uniform4fv(location: WebGLUniformLocation, v: Float32Array): void;
uniform4i(location: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
uniform4iv(location: WebGLUniformLocation, v: Int32Array): void;
uniformMatrix2fv(location: WebGLUniformLocation, transpose: boolean, value: any): void;
uniformMatrix3fv(location: WebGLUniformLocation, transpose: boolean, value: any): void;
uniformMatrix4fv(location: WebGLUniformLocation, transpose: boolean, value: any): void;
uniformMatrix2fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
uniformMatrix3fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
uniformMatrix4fv(location: WebGLUniformLocation, transpose: boolean, value: Float32Array): void;
useProgram(program: WebGLProgram): void;
validateProgram(program: WebGLProgram): void;
vertexAttrib1f(indx: number, x: number): void;
vertexAttrib1fv(indx: number, values: any): void;
vertexAttrib1fv(indx: number, values: Float32Array): void;
vertexAttrib2f(indx: number, x: number, y: number): void;
vertexAttrib2fv(indx: number, values: any): void;
vertexAttrib2fv(indx: number, values: Float32Array): void;
vertexAttrib3f(indx: number, x: number, y: number, z: number): void;
vertexAttrib3fv(indx: number, values: any): void;
vertexAttrib3fv(indx: number, values: Float32Array): void;
vertexAttrib4f(indx: number, x: number, y: number, z: number, w: number): void;
vertexAttrib4fv(indx: number, values: any): void;
vertexAttrib4fv(indx: number, values: Float32Array): void;
vertexAttribPointer(indx: number, size: number, type: number, normalized: boolean, stride: number, offset: number): void;
viewport(x: number, y: number, width: number, height: number): void;
ACTIVE_ATTRIBUTES: number;

View File

@ -17,7 +17,7 @@ interface AudioBuffer {
length: number;
numberOfChannels: number;
sampleRate: number;
getChannelData(channel: number): any;
getChannelData(channel: number): Float32Array;
}
declare var AudioBuffer: {