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+<!DOCTYPE HTML>
+<html>
+<head>
+ <title>Test tail time lifetime of DelayNode indirectly connected to source</title>
+ <script type="text/javascript" src="/tests/SimpleTest/SimpleTest.js"></script>
+ <script type="text/javascript" src="webaudio.js"></script>
+ <link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css" />
+</head>
+<body>
+<pre id="test">
+<script class="testbody" type="text/javascript">
+
+SimpleTest.waitForExplicitFinish();
+
+const signalLength = 130;
+const bufferSize = 1024;
+// Delay should be long enough to allow CC to run
+const delayBufferCount = 50;
+const delayLength = delayBufferCount * bufferSize + 700;
+
+var count = 0;
+
+function applySignal(buffer, offset) {
+ for (var i = 0; i < signalLength; ++i) {
+ buffer.getChannelData(0)[offset + i] = Math.cos(Math.PI * i / signalLength);
+ }
+}
+
+function onAudioProcess(e) {
+ switch(count) {
+ case 5:
+ SpecialPowers.forceGC();
+ SpecialPowers.forceCC();
+ break;
+ case delayBufferCount:
+ var offset = delayLength - count * bufferSize;
+ var ctx = e.target.context;
+ var expected = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
+ applySignal(expected, offset);
+ compareBuffers(e.inputBuffer, expected);
+ SimpleTest.finish();
+ }
+ count++;
+}
+
+function startTest() {
+ var ctx = new AudioContext();
+ var processor = ctx.createScriptProcessor(bufferSize, 1, 0);
+ processor.onaudioprocess = onAudioProcess;
+
+ var delayDuration = delayLength / ctx.sampleRate;
+ var delay = ctx.createDelay(delayDuration);
+ delay.delayTime.value = delayDuration;
+ delay.connect(processor);
+
+ var gain = ctx.createGain();
+ gain.connect(delay);
+
+ // Short signal that finishes before garbage collection
+ var buffer = ctx.createBuffer(1, signalLength, ctx.sampleRate);
+ applySignal(buffer, 0);
+ var source = ctx.createBufferSource();
+ source.buffer = buffer;
+ source.start();
+ source.connect(gain);
+};
+
+startTest();
+</script>
+</pre>
+</body>
+</html>