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//! Node abstraction for the DSP graph.
//!
//! Each node is a self-contained DSP unit. The `DspNode` trait is the only
//! interface the graph scheduler calls — keeping the hot path minimal.
use crate::;
/// The core DSP processing trait.
///
/// Implement this trait to create custom audio processors (oscillators, filters,
/// effects, etc.). The scheduler calls `process()` once per audio block in
/// topological order.
///
/// # Real-Time Safety Requirements
///
/// Implementations **MUST** be real-time safe:
/// - ✅ No allocation (pre-allocate in `new()`)
/// - ✅ No locks (use lock-free data structures)
/// - ✅ No I/O (no file/network operations)
/// - ✅ Bounded execution time (no unbounded loops)
///
/// # Example
///
/// ```
/// use aether_core::node::DspNode;
/// use aether_core::param::ParamBlock;
/// use aether_core::{BUFFER_SIZE, MAX_INPUTS};
///
/// /// Simple gain node
/// struct Gain {
/// gain: f32,
/// }
///
/// impl Gain {
/// fn new(gain: f32) -> Self {
/// Self { gain }
/// }
/// }
///
/// impl DspNode for Gain {
/// fn process(
/// &mut self,
/// inputs: &[Option<&[f32; BUFFER_SIZE]>; MAX_INPUTS],
/// output: &mut [f32; BUFFER_SIZE],
/// _params: &mut ParamBlock,
/// _sample_rate: f32,
/// ) {
/// // Get first input (if connected)
/// if let Some(input) = inputs[0] {
/// // Apply gain to each sample
/// for (i, out) in output.iter_mut().enumerate() {
/// *out = input[i] * self.gain;
/// }
/// } else {
/// // No input connected, output silence
/// output.fill(0.0);
/// }
/// }
///
/// fn type_name(&self) -> &'static str {
/// "Gain"
/// }
/// }
/// ```
///
/// # Performance Tips
///
/// - Pre-allocate buffers in `new()`, not in `process()`
/// - Use SIMD when possible (see `std::simd`)
/// - Avoid branching in inner loops
/// - Use `#[inline]` for hot functions
///
/// # See Also
///
/// * [`NodeRecord`] - Graph-level node storage
/// * [`Scheduler::process_block`](crate::scheduler::Scheduler::process_block) - Calls this trait
/// Graph-level node record. Stored in the arena.
///
/// Each node in the DSP graph is represented by a `NodeRecord` stored in the
/// arena. The record contains the DSP processor, input connections, output
/// buffer, and parameters.
///
/// # Structure
///
/// - **processor:** The DSP implementation (boxed trait object)
/// - **inputs:** Array of input connections (NodeId or None)
/// - **output_buffer:** Buffer ID where this node writes output
/// - **params:** Parameter block for smoothed parameter automation
///
/// # Memory Layout
///
/// The processor is heap-allocated (Box) at node creation time, not during
/// audio processing. All other fields are inline in the arena slot.
///
/// # Example
///
/// ```
/// use aether_core::node::{NodeRecord, DspNode};
/// use aether_core::buffer_pool::{BufferPool, BufferId};
/// use aether_core::param::ParamBlock;
/// use aether_core::{BUFFER_SIZE, MAX_INPUTS};
///
/// // Custom node implementation
/// struct Gain { gain: f32 }
///
/// impl DspNode for Gain {
/// fn process(
/// &mut self,
/// inputs: &[Option<&[f32; BUFFER_SIZE]>; MAX_INPUTS],
/// output: &mut [f32; BUFFER_SIZE],
/// _params: &mut ParamBlock,
/// _sample_rate: f32,
/// ) {
/// if let Some(input) = inputs[0] {
/// for (i, out) in output.iter_mut().enumerate() {
/// *out = input[i] * self.gain;
/// }
/// }
/// }
///
/// fn type_name(&self) -> &'static str {
/// "Gain"
/// }
/// }
///
/// // Create node record
/// let mut pool = BufferPool::new(10);
/// let buffer = pool.acquire().unwrap();
/// let processor = Box::new(Gain { gain: 0.5 });
/// let record = NodeRecord::new(processor, buffer);
/// ```
///
/// # Lifecycle
///
/// 1. **Creation:** Allocated in arena when `AddNode` command is processed
/// 2. **Processing:** `processor.process()` called each audio block
/// 3. **Removal:** Dropped when `RemoveNode` command is processed
///
/// # See Also
///
/// * [`DspNode`] - The processing trait
/// * [`Arena`](crate::arena::Arena) - Storage for node records
/// * [`Scheduler`](crate::scheduler::Scheduler) - Processes nodes in order