virtualx-engine/platform/web/js/libs/library_godot_audio.js
Emmanouil Papadeas c36460060e
Further refactoring to AudioDriver implementations after #69120.
- Rename all instances of `capture_start()` and `capture_end()` to their new
  names. Fixes #72892.
- More internal renames to match what was started in #69120.
- Use `override` consistently so that such refactoring bugs can be caught.
- Harmonize the order of definition of the overridden virtual methods in each
  audio driver.
- Harmonize prototype for `set_output_device` and `set_input_device`.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-02-09 11:02:00 +01:00

489 lines
16 KiB
JavaScript

/**************************************************************************/
/* library_godot_audio.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
const GodotAudio = {
$GodotAudio__deps: ['$GodotRuntime', '$GodotOS'],
$GodotAudio: {
ctx: null,
input: null,
driver: null,
interval: 0,
init: function (mix_rate, latency, onstatechange, onlatencyupdate) {
const opts = {};
// If mix_rate is 0, let the browser choose.
if (mix_rate) {
opts['sampleRate'] = mix_rate;
}
// Do not specify, leave 'interactive' for good performance.
// opts['latencyHint'] = latency / 1000;
const ctx = new (window.AudioContext || window.webkitAudioContext)(opts);
GodotAudio.ctx = ctx;
ctx.onstatechange = function () {
let state = 0;
switch (ctx.state) {
case 'suspended':
state = 0;
break;
case 'running':
state = 1;
break;
case 'closed':
state = 2;
break;
// no default
}
onstatechange(state);
};
ctx.onstatechange(); // Immediately notify state.
// Update computed latency
GodotAudio.interval = setInterval(function () {
let computed_latency = 0;
if (ctx.baseLatency) {
computed_latency += GodotAudio.ctx.baseLatency;
}
if (ctx.outputLatency) {
computed_latency += GodotAudio.ctx.outputLatency;
}
onlatencyupdate(computed_latency);
}, 1000);
GodotOS.atexit(GodotAudio.close_async);
return ctx.destination.channelCount;
},
create_input: function (callback) {
if (GodotAudio.input) {
return 0; // Already started.
}
function gotMediaInput(stream) {
try {
GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
callback(GodotAudio.input);
} catch (e) {
GodotRuntime.error('Failed creaating input.', e);
}
}
if (navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia({
'audio': true,
}).then(gotMediaInput, function (e) {
GodotRuntime.error('Error getting user media.', e);
});
} else {
if (!navigator.getUserMedia) {
navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
}
if (!navigator.getUserMedia) {
GodotRuntime.error('getUserMedia not available.');
return 1;
}
navigator.getUserMedia({
'audio': true,
}, gotMediaInput, function (e) {
GodotRuntime.print(e);
});
}
return 0;
},
close_async: function (resolve, reject) {
const ctx = GodotAudio.ctx;
GodotAudio.ctx = null;
// Audio was not initialized.
if (!ctx) {
resolve();
return;
}
// Remove latency callback
if (GodotAudio.interval) {
clearInterval(GodotAudio.interval);
GodotAudio.interval = 0;
}
// Disconnect input, if it was started.
if (GodotAudio.input) {
GodotAudio.input.disconnect();
GodotAudio.input = null;
}
// Disconnect output
let closed = Promise.resolve();
if (GodotAudio.driver) {
closed = GodotAudio.driver.close();
}
closed.then(function () {
return ctx.close();
}).then(function () {
ctx.onstatechange = null;
resolve();
}).catch(function (e) {
ctx.onstatechange = null;
GodotRuntime.error('Error closing AudioContext', e);
resolve();
});
},
},
godot_audio_is_available__sig: 'i',
godot_audio_is_available__proxy: 'sync',
godot_audio_is_available: function () {
if (!(window.AudioContext || window.webkitAudioContext)) {
return 0;
}
return 1;
},
godot_audio_has_worklet__sig: 'i',
godot_audio_has_worklet: function () {
return (GodotAudio.ctx && GodotAudio.ctx.audioWorklet) ? 1 : 0;
},
godot_audio_has_script_processor__sig: 'i',
godot_audio_has_script_processor: function () {
return (GodotAudio.ctx && GodotAudio.ctx.createScriptProcessor) ? 1 : 0;
},
godot_audio_init__sig: 'iiiii',
godot_audio_init: function (p_mix_rate, p_latency, p_state_change, p_latency_update) {
const statechange = GodotRuntime.get_func(p_state_change);
const latencyupdate = GodotRuntime.get_func(p_latency_update);
const mix_rate = GodotRuntime.getHeapValue(p_mix_rate, 'i32');
const channels = GodotAudio.init(mix_rate, p_latency, statechange, latencyupdate);
GodotRuntime.setHeapValue(p_mix_rate, GodotAudio.ctx.sampleRate, 'i32');
return channels;
},
godot_audio_resume__sig: 'v',
godot_audio_resume: function () {
if (GodotAudio.ctx && GodotAudio.ctx.state !== 'running') {
GodotAudio.ctx.resume();
}
},
godot_audio_input_start__proxy: 'sync',
godot_audio_input_start__sig: 'i',
godot_audio_input_start: function () {
return GodotAudio.create_input(function (input) {
input.connect(GodotAudio.driver.get_node());
});
},
godot_audio_input_stop__proxy: 'sync',
godot_audio_input_stop__sig: 'v',
godot_audio_input_stop: function () {
if (GodotAudio.input) {
const tracks = GodotAudio.input['mediaStream']['getTracks']();
for (let i = 0; i < tracks.length; i++) {
tracks[i]['stop']();
}
GodotAudio.input.disconnect();
GodotAudio.input = null;
}
},
};
autoAddDeps(GodotAudio, '$GodotAudio');
mergeInto(LibraryManager.library, GodotAudio);
/**
* The AudioWorklet API driver, used when threads are available.
*/
const GodotAudioWorklet = {
$GodotAudioWorklet__deps: ['$GodotAudio', '$GodotConfig'],
$GodotAudioWorklet: {
promise: null,
worklet: null,
ring_buffer: null,
create: function (channels) {
const path = GodotConfig.locate_file('godot.audio.worklet.js');
GodotAudioWorklet.promise = GodotAudio.ctx.audioWorklet.addModule(path).then(function () {
GodotAudioWorklet.worklet = new AudioWorkletNode(
GodotAudio.ctx,
'godot-processor',
{
'outputChannelCount': [channels],
}
);
return Promise.resolve();
});
GodotAudio.driver = GodotAudioWorklet;
},
start: function (in_buf, out_buf, state) {
GodotAudioWorklet.promise.then(function () {
const node = GodotAudioWorklet.worklet;
node.connect(GodotAudio.ctx.destination);
node.port.postMessage({
'cmd': 'start',
'data': [state, in_buf, out_buf],
});
node.port.onmessage = function (event) {
GodotRuntime.error(event.data);
};
});
},
start_no_threads: function (p_out_buf, p_out_size, out_callback, p_in_buf, p_in_size, in_callback) {
function RingBuffer() {
let wpos = 0;
let rpos = 0;
let pending_samples = 0;
const wbuf = new Float32Array(p_out_size);
function send(port) {
if (pending_samples === 0) {
return;
}
const buffer = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
const size = buffer.length;
const tot_sent = pending_samples;
out_callback(wpos, pending_samples);
if (wpos + pending_samples >= size) {
const high = size - wpos;
wbuf.set(buffer.subarray(wpos, size));
pending_samples -= high;
wpos = 0;
}
if (pending_samples > 0) {
wbuf.set(buffer.subarray(wpos, wpos + pending_samples), tot_sent - pending_samples);
}
port.postMessage({ 'cmd': 'chunk', 'data': wbuf.subarray(0, tot_sent) });
wpos += pending_samples;
pending_samples = 0;
}
this.receive = function (recv_buf) {
const buffer = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
const from = rpos;
let to_write = recv_buf.length;
let high = 0;
if (rpos + to_write >= p_in_size) {
high = p_in_size - rpos;
buffer.set(recv_buf.subarray(0, high), rpos);
to_write -= high;
rpos = 0;
}
if (to_write) {
buffer.set(recv_buf.subarray(high, to_write), rpos);
}
in_callback(from, recv_buf.length);
rpos += to_write;
};
this.consumed = function (size, port) {
pending_samples += size;
send(port);
};
}
GodotAudioWorklet.ring_buffer = new RingBuffer();
GodotAudioWorklet.promise.then(function () {
const node = GodotAudioWorklet.worklet;
const buffer = GodotRuntime.heapSlice(HEAPF32, p_out_buf, p_out_size);
node.connect(GodotAudio.ctx.destination);
node.port.postMessage({
'cmd': 'start_nothreads',
'data': [buffer, p_in_size],
});
node.port.onmessage = function (event) {
if (!GodotAudioWorklet.worklet) {
return;
}
if (event.data['cmd'] === 'read') {
const read = event.data['data'];
GodotAudioWorklet.ring_buffer.consumed(read, GodotAudioWorklet.worklet.port);
} else if (event.data['cmd'] === 'input') {
const buf = event.data['data'];
if (buf.length > p_in_size) {
GodotRuntime.error('Input chunk is too big');
return;
}
GodotAudioWorklet.ring_buffer.receive(buf);
} else {
GodotRuntime.error(event.data);
}
};
});
},
get_node: function () {
return GodotAudioWorklet.worklet;
},
close: function () {
return new Promise(function (resolve, reject) {
if (GodotAudioWorklet.promise === null) {
return;
}
const p = GodotAudioWorklet.promise;
p.then(function () {
GodotAudioWorklet.worklet.port.postMessage({
'cmd': 'stop',
'data': null,
});
GodotAudioWorklet.worklet.disconnect();
GodotAudioWorklet.worklet.port.onmessage = null;
GodotAudioWorklet.worklet = null;
GodotAudioWorklet.promise = null;
resolve();
}).catch(function (err) {
// Aborted?
GodotRuntime.error(err);
});
});
},
},
godot_audio_worklet_create__sig: 'ii',
godot_audio_worklet_create: function (channels) {
try {
GodotAudioWorklet.create(channels);
} catch (e) {
GodotRuntime.error('Error starting AudioDriverWorklet', e);
return 1;
}
return 0;
},
godot_audio_worklet_start__sig: 'viiiii',
godot_audio_worklet_start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, p_state) {
const out_buffer = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
const in_buffer = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
const state = GodotRuntime.heapSub(HEAP32, p_state, 4);
GodotAudioWorklet.start(in_buffer, out_buffer, state);
},
godot_audio_worklet_start_no_threads__sig: 'viiiiii',
godot_audio_worklet_start_no_threads: function (p_out_buf, p_out_size, p_out_callback, p_in_buf, p_in_size, p_in_callback) {
const out_callback = GodotRuntime.get_func(p_out_callback);
const in_callback = GodotRuntime.get_func(p_in_callback);
GodotAudioWorklet.start_no_threads(p_out_buf, p_out_size, out_callback, p_in_buf, p_in_size, in_callback);
},
godot_audio_worklet_state_wait__sig: 'iiii',
godot_audio_worklet_state_wait: function (p_state, p_idx, p_expected, p_timeout) {
Atomics.wait(HEAP32, (p_state >> 2) + p_idx, p_expected, p_timeout);
return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
},
godot_audio_worklet_state_add__sig: 'iiii',
godot_audio_worklet_state_add: function (p_state, p_idx, p_value) {
return Atomics.add(HEAP32, (p_state >> 2) + p_idx, p_value);
},
godot_audio_worklet_state_get__sig: 'iii',
godot_audio_worklet_state_get: function (p_state, p_idx) {
return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
},
};
autoAddDeps(GodotAudioWorklet, '$GodotAudioWorklet');
mergeInto(LibraryManager.library, GodotAudioWorklet);
/*
* The deprecated ScriptProcessorNode API, used when threads are disabled.
*/
const GodotAudioScript = {
$GodotAudioScript__deps: ['$GodotAudio'],
$GodotAudioScript: {
script: null,
create: function (buffer_length, channel_count) {
GodotAudioScript.script = GodotAudio.ctx.createScriptProcessor(buffer_length, 2, channel_count);
GodotAudio.driver = GodotAudioScript;
return GodotAudioScript.script.bufferSize;
},
start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess) {
GodotAudioScript.script.onaudioprocess = function (event) {
// Read input
const inb = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
const input = event.inputBuffer;
if (GodotAudio.input) {
const inlen = input.getChannelData(0).length;
for (let ch = 0; ch < 2; ch++) {
const data = input.getChannelData(ch);
for (let s = 0; s < inlen; s++) {
inb[s * 2 + ch] = data[s];
}
}
}
// Let Godot process the input/output.
onprocess();
// Write the output.
const outb = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
const output = event.outputBuffer;
const channels = output.numberOfChannels;
for (let ch = 0; ch < channels; ch++) {
const data = output.getChannelData(ch);
// Loop through samples and assign computed values.
for (let sample = 0; sample < data.length; sample++) {
data[sample] = outb[sample * channels + ch];
}
}
};
GodotAudioScript.script.connect(GodotAudio.ctx.destination);
},
get_node: function () {
return GodotAudioScript.script;
},
close: function () {
return new Promise(function (resolve, reject) {
GodotAudioScript.script.disconnect();
GodotAudioScript.script.onaudioprocess = null;
GodotAudioScript.script = null;
resolve();
});
},
},
godot_audio_script_create__sig: 'iii',
godot_audio_script_create: function (buffer_length, channel_count) {
const buf_len = GodotRuntime.getHeapValue(buffer_length, 'i32');
try {
const out_len = GodotAudioScript.create(buf_len, channel_count);
GodotRuntime.setHeapValue(buffer_length, out_len, 'i32');
} catch (e) {
GodotRuntime.error('Error starting AudioDriverScriptProcessor', e);
return 1;
}
return 0;
},
godot_audio_script_start__sig: 'viiiii',
godot_audio_script_start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, p_cb) {
const onprocess = GodotRuntime.get_func(p_cb);
GodotAudioScript.start(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess);
},
};
autoAddDeps(GodotAudioScript, '$GodotAudioScript');
mergeInto(LibraryManager.library, GodotAudioScript);