Fix Web samples finished missing signal
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6 changed files with 61 additions and 2 deletions
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@ -33,6 +33,8 @@
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#include "godot_audio.h"
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#include "core/config/project_settings.h"
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#include "core/object/object.h"
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#include "scene/main/node.h"
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#include "servers/audio/audio_stream.h"
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#include <emscripten.h>
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@ -51,6 +53,33 @@ void AudioDriverWeb::_latency_update_callback(float p_latency) {
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AudioDriverWeb::audio_context.output_latency = p_latency;
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}
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void AudioDriverWeb::_sample_playback_finished_callback(const char *p_playback_object_id) {
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const ObjectID playback_id = ObjectID(String::to_int(p_playback_object_id));
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Object *playback_object = ObjectDB::get_instance(playback_id);
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if (playback_object == nullptr) {
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return;
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}
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Ref<AudioSamplePlayback> playback = Object::cast_to<AudioSamplePlayback>(playback_object);
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if (playback.is_null()) {
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return;
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}
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Object *player_object = ObjectDB::get_instance(playback->player_id);
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if (player_object == nullptr) {
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return;
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}
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Node *player = Object::cast_to<Node>(player_object);
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if (player == nullptr) {
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return;
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}
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const StringName finished = SNAME("finished");
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if (player->has_signal(finished)) {
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player->emit_signal(finished);
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}
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}
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void AudioDriverWeb::_audio_driver_process(int p_from, int p_samples) {
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int32_t *stream_buffer = reinterpret_cast<int32_t *>(output_rb);
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const int max_samples = memarr_len(output_rb);
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@ -132,6 +161,9 @@ Error AudioDriverWeb::init() {
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if (!input_rb) {
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return ERR_OUT_OF_MEMORY;
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}
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godot_audio_sample_set_finished_callback(&_sample_playback_finished_callback);
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return OK;
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}
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@ -58,6 +58,7 @@ private:
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WASM_EXPORT static void _state_change_callback(int p_state);
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WASM_EXPORT static void _latency_update_callback(float p_latency);
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WASM_EXPORT static void _sample_playback_finished_callback(const char *p_playback_object_id);
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static AudioDriverWeb *singleton;
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@ -57,6 +57,7 @@ extern void godot_audio_sample_set_pause(const char *p_playback_object_id, bool
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extern int godot_audio_sample_is_active(const char *p_playback_object_id);
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extern void godot_audio_sample_update_pitch_scale(const char *p_playback_object_id, float p_pitch_scale);
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extern void godot_audio_sample_set_volumes_linear(const char *p_playback_object_id, int *p_buses_buf, int p_buses_size, float *p_volumes_buf, int p_volumes_size);
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extern void godot_audio_sample_set_finished_callback(void (*p_callback)(const char *));
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extern void godot_audio_sample_bus_set_count(int p_count);
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extern void godot_audio_sample_bus_remove(int p_index);
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@ -687,9 +687,15 @@ class SampleNode {
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}
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switch (self.getSample().loopMode) {
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case 'disabled':
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case 'disabled': {
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const id = this.id;
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self.stop();
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break;
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if (GodotAudio.sampleFinishedCallback != null) {
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const idCharPtr = GodotRuntime.allocString(id);
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GodotAudio.sampleFinishedCallback(idCharPtr);
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GodotRuntime.free(idCharPtr);
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}
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} break;
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case 'forward':
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case 'backward':
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self.restart();
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@ -1090,6 +1096,12 @@ const _GodotAudio = {
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busSolo: null,
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Bus,
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/**
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* Callback to signal that a sample has finished.
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* @type {(playbackObjectIdPtr: number) => void | null}
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*/
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sampleFinishedCallback: null,
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/** @type {AudioContext} */
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ctx: null,
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input: null,
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@ -1764,6 +1776,17 @@ const _GodotAudio = {
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godot_audio_sample_bus_set_mute: function (bus, enable) {
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GodotAudio.set_sample_bus_mute(bus, Boolean(enable));
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},
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godot_audio_sample_set_finished_callback__proxy: 'sync',
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godot_audio_sample_set_finished_callback__sig: 'vi',
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/**
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* Sets the finished callback
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* @param {Number} callbackPtr Finished callback pointer
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* @returns {void}
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*/
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godot_audio_sample_set_finished_callback: function (callbackPtr) {
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GodotAudio.sampleFinishedCallback = GodotRuntime.get_func(callbackPtr);
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},
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};
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autoAddDeps(_GodotAudio, '$GodotAudio');
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@ -152,6 +152,7 @@ Ref<AudioStreamPlayback> AudioStreamPlayerInternal::play_basic() {
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Ref<AudioSamplePlayback> sample_playback;
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sample_playback.instantiate();
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sample_playback->stream = stream;
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sample_playback->player_id = node->get_instance_id();
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stream_playback->set_sample_playback(sample_playback);
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}
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} else if (!stream->is_meta_stream()) {
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@ -49,6 +49,7 @@ class AudioSamplePlayback : public RefCounted {
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public:
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Ref<AudioStream> stream;
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ObjectID player_id;
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float offset = 0.0f;
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Vector<AudioFrame> volume_vector;
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StringName bus;
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