d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
489 lines
16 KiB
JavaScript
489 lines
16 KiB
JavaScript
/**************************************************************************/
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/* library_godot_audio.js */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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const GodotAudio = {
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$GodotAudio__deps: ['$GodotRuntime', '$GodotOS'],
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$GodotAudio: {
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ctx: null,
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input: null,
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driver: null,
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interval: 0,
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init: function (mix_rate, latency, onstatechange, onlatencyupdate) {
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const opts = {};
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// If mix_rate is 0, let the browser choose.
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if (mix_rate) {
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opts['sampleRate'] = mix_rate;
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}
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// Do not specify, leave 'interactive' for good performance.
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// opts['latencyHint'] = latency / 1000;
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const ctx = new (window.AudioContext || window.webkitAudioContext)(opts);
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GodotAudio.ctx = ctx;
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ctx.onstatechange = function () {
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let state = 0;
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switch (ctx.state) {
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case 'suspended':
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state = 0;
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break;
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case 'running':
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state = 1;
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break;
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case 'closed':
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state = 2;
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break;
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// no default
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}
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onstatechange(state);
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};
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ctx.onstatechange(); // Immediately notify state.
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// Update computed latency
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GodotAudio.interval = setInterval(function () {
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let computed_latency = 0;
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if (ctx.baseLatency) {
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computed_latency += GodotAudio.ctx.baseLatency;
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}
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if (ctx.outputLatency) {
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computed_latency += GodotAudio.ctx.outputLatency;
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}
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onlatencyupdate(computed_latency);
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}, 1000);
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GodotOS.atexit(GodotAudio.close_async);
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return ctx.destination.channelCount;
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},
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create_input: function (callback) {
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if (GodotAudio.input) {
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return 0; // Already started.
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}
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function gotMediaInput(stream) {
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try {
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GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
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callback(GodotAudio.input);
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} catch (e) {
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GodotRuntime.error('Failed creaating input.', e);
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}
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}
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if (navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
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navigator.mediaDevices.getUserMedia({
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'audio': true,
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}).then(gotMediaInput, function (e) {
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GodotRuntime.error('Error getting user media.', e);
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});
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} else {
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if (!navigator.getUserMedia) {
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navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
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}
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if (!navigator.getUserMedia) {
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GodotRuntime.error('getUserMedia not available.');
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return 1;
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}
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navigator.getUserMedia({
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'audio': true,
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}, gotMediaInput, function (e) {
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GodotRuntime.print(e);
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});
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}
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return 0;
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},
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close_async: function (resolve, reject) {
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const ctx = GodotAudio.ctx;
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GodotAudio.ctx = null;
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// Audio was not initialized.
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if (!ctx) {
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resolve();
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return;
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}
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// Remove latency callback
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if (GodotAudio.interval) {
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clearInterval(GodotAudio.interval);
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GodotAudio.interval = 0;
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}
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// Disconnect input, if it was started.
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if (GodotAudio.input) {
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GodotAudio.input.disconnect();
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GodotAudio.input = null;
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}
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// Disconnect output
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let closed = Promise.resolve();
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if (GodotAudio.driver) {
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closed = GodotAudio.driver.close();
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}
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closed.then(function () {
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return ctx.close();
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}).then(function () {
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ctx.onstatechange = null;
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resolve();
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}).catch(function (e) {
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ctx.onstatechange = null;
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GodotRuntime.error('Error closing AudioContext', e);
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resolve();
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});
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},
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},
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godot_audio_is_available__sig: 'i',
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godot_audio_is_available__proxy: 'sync',
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godot_audio_is_available: function () {
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if (!(window.AudioContext || window.webkitAudioContext)) {
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return 0;
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}
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return 1;
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},
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godot_audio_has_worklet__sig: 'i',
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godot_audio_has_worklet: function () {
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return (GodotAudio.ctx && GodotAudio.ctx.audioWorklet) ? 1 : 0;
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},
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godot_audio_has_script_processor__sig: 'i',
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godot_audio_has_script_processor: function () {
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return (GodotAudio.ctx && GodotAudio.ctx.createScriptProcessor) ? 1 : 0;
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},
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godot_audio_init__sig: 'iiiii',
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godot_audio_init: function (p_mix_rate, p_latency, p_state_change, p_latency_update) {
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const statechange = GodotRuntime.get_func(p_state_change);
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const latencyupdate = GodotRuntime.get_func(p_latency_update);
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const mix_rate = GodotRuntime.getHeapValue(p_mix_rate, 'i32');
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const channels = GodotAudio.init(mix_rate, p_latency, statechange, latencyupdate);
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GodotRuntime.setHeapValue(p_mix_rate, GodotAudio.ctx.sampleRate, 'i32');
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return channels;
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},
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godot_audio_resume__sig: 'v',
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godot_audio_resume: function () {
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if (GodotAudio.ctx && GodotAudio.ctx.state !== 'running') {
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GodotAudio.ctx.resume();
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}
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},
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godot_audio_capture_start__proxy: 'sync',
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godot_audio_capture_start__sig: 'i',
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godot_audio_capture_start: function () {
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return GodotAudio.create_input(function (input) {
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input.connect(GodotAudio.driver.get_node());
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});
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},
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godot_audio_capture_stop__proxy: 'sync',
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godot_audio_capture_stop__sig: 'v',
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godot_audio_capture_stop: function () {
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if (GodotAudio.input) {
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const tracks = GodotAudio.input['mediaStream']['getTracks']();
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for (let i = 0; i < tracks.length; i++) {
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tracks[i]['stop']();
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}
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GodotAudio.input.disconnect();
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GodotAudio.input = null;
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}
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},
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};
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autoAddDeps(GodotAudio, '$GodotAudio');
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mergeInto(LibraryManager.library, GodotAudio);
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/**
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* The AudioWorklet API driver, used when threads are available.
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*/
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const GodotAudioWorklet = {
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$GodotAudioWorklet__deps: ['$GodotAudio', '$GodotConfig'],
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$GodotAudioWorklet: {
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promise: null,
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worklet: null,
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ring_buffer: null,
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create: function (channels) {
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const path = GodotConfig.locate_file('godot.audio.worklet.js');
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GodotAudioWorklet.promise = GodotAudio.ctx.audioWorklet.addModule(path).then(function () {
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GodotAudioWorklet.worklet = new AudioWorkletNode(
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GodotAudio.ctx,
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'godot-processor',
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{
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'outputChannelCount': [channels],
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}
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);
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return Promise.resolve();
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});
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GodotAudio.driver = GodotAudioWorklet;
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},
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start: function (in_buf, out_buf, state) {
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GodotAudioWorklet.promise.then(function () {
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const node = GodotAudioWorklet.worklet;
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node.connect(GodotAudio.ctx.destination);
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node.port.postMessage({
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'cmd': 'start',
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'data': [state, in_buf, out_buf],
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});
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node.port.onmessage = function (event) {
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GodotRuntime.error(event.data);
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};
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});
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},
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start_no_threads: function (p_out_buf, p_out_size, out_callback, p_in_buf, p_in_size, in_callback) {
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function RingBuffer() {
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let wpos = 0;
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let rpos = 0;
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let pending_samples = 0;
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const wbuf = new Float32Array(p_out_size);
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function send(port) {
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if (pending_samples === 0) {
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return;
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}
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const buffer = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
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const size = buffer.length;
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const tot_sent = pending_samples;
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out_callback(wpos, pending_samples);
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if (wpos + pending_samples >= size) {
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const high = size - wpos;
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wbuf.set(buffer.subarray(wpos, size));
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pending_samples -= high;
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wpos = 0;
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}
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if (pending_samples > 0) {
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wbuf.set(buffer.subarray(wpos, wpos + pending_samples), tot_sent - pending_samples);
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}
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port.postMessage({ 'cmd': 'chunk', 'data': wbuf.subarray(0, tot_sent) });
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wpos += pending_samples;
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pending_samples = 0;
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}
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this.receive = function (recv_buf) {
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const buffer = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
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const from = rpos;
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let to_write = recv_buf.length;
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let high = 0;
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if (rpos + to_write >= p_in_size) {
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high = p_in_size - rpos;
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buffer.set(recv_buf.subarray(0, high), rpos);
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to_write -= high;
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rpos = 0;
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}
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if (to_write) {
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buffer.set(recv_buf.subarray(high, to_write), rpos);
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}
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in_callback(from, recv_buf.length);
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rpos += to_write;
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};
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this.consumed = function (size, port) {
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pending_samples += size;
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send(port);
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};
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}
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GodotAudioWorklet.ring_buffer = new RingBuffer();
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GodotAudioWorklet.promise.then(function () {
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const node = GodotAudioWorklet.worklet;
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const buffer = GodotRuntime.heapSlice(HEAPF32, p_out_buf, p_out_size);
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node.connect(GodotAudio.ctx.destination);
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node.port.postMessage({
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'cmd': 'start_nothreads',
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'data': [buffer, p_in_size],
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});
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node.port.onmessage = function (event) {
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if (!GodotAudioWorklet.worklet) {
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return;
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}
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if (event.data['cmd'] === 'read') {
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const read = event.data['data'];
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GodotAudioWorklet.ring_buffer.consumed(read, GodotAudioWorklet.worklet.port);
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} else if (event.data['cmd'] === 'input') {
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const buf = event.data['data'];
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if (buf.length > p_in_size) {
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GodotRuntime.error('Input chunk is too big');
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return;
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}
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GodotAudioWorklet.ring_buffer.receive(buf);
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} else {
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GodotRuntime.error(event.data);
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}
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};
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});
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},
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get_node: function () {
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return GodotAudioWorklet.worklet;
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},
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close: function () {
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return new Promise(function (resolve, reject) {
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if (GodotAudioWorklet.promise === null) {
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return;
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}
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const p = GodotAudioWorklet.promise;
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p.then(function () {
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GodotAudioWorklet.worklet.port.postMessage({
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'cmd': 'stop',
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'data': null,
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});
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GodotAudioWorklet.worklet.disconnect();
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GodotAudioWorklet.worklet.port.onmessage = null;
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GodotAudioWorklet.worklet = null;
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GodotAudioWorklet.promise = null;
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resolve();
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}).catch(function (err) {
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// Aborted?
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GodotRuntime.error(err);
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});
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});
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},
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},
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godot_audio_worklet_create__sig: 'ii',
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godot_audio_worklet_create: function (channels) {
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try {
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GodotAudioWorklet.create(channels);
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} catch (e) {
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GodotRuntime.error('Error starting AudioDriverWorklet', e);
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return 1;
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}
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return 0;
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},
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godot_audio_worklet_start__sig: 'viiiii',
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godot_audio_worklet_start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, p_state) {
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const out_buffer = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
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const in_buffer = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
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const state = GodotRuntime.heapSub(HEAP32, p_state, 4);
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GodotAudioWorklet.start(in_buffer, out_buffer, state);
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},
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godot_audio_worklet_start_no_threads__sig: 'viiiiii',
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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) {
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const out_callback = GodotRuntime.get_func(p_out_callback);
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const in_callback = GodotRuntime.get_func(p_in_callback);
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GodotAudioWorklet.start_no_threads(p_out_buf, p_out_size, out_callback, p_in_buf, p_in_size, in_callback);
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},
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godot_audio_worklet_state_wait__sig: 'iiii',
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godot_audio_worklet_state_wait: function (p_state, p_idx, p_expected, p_timeout) {
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Atomics.wait(HEAP32, (p_state >> 2) + p_idx, p_expected, p_timeout);
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return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
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},
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godot_audio_worklet_state_add__sig: 'iiii',
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godot_audio_worklet_state_add: function (p_state, p_idx, p_value) {
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return Atomics.add(HEAP32, (p_state >> 2) + p_idx, p_value);
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},
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godot_audio_worklet_state_get__sig: 'iii',
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godot_audio_worklet_state_get: function (p_state, p_idx) {
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return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
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},
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};
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autoAddDeps(GodotAudioWorklet, '$GodotAudioWorklet');
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mergeInto(LibraryManager.library, GodotAudioWorklet);
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/*
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* The deprecated ScriptProcessorNode API, used when threads are disabled.
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*/
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const GodotAudioScript = {
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$GodotAudioScript__deps: ['$GodotAudio'],
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$GodotAudioScript: {
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script: null,
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create: function (buffer_length, channel_count) {
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GodotAudioScript.script = GodotAudio.ctx.createScriptProcessor(buffer_length, 2, channel_count);
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GodotAudio.driver = GodotAudioScript;
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return GodotAudioScript.script.bufferSize;
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},
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start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess) {
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GodotAudioScript.script.onaudioprocess = function (event) {
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// Read input
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const inb = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
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const input = event.inputBuffer;
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if (GodotAudio.input) {
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const inlen = input.getChannelData(0).length;
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for (let ch = 0; ch < 2; ch++) {
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const data = input.getChannelData(ch);
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for (let s = 0; s < inlen; s++) {
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inb[s * 2 + ch] = data[s];
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}
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}
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}
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// Let Godot process the input/output.
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onprocess();
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// Write the output.
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const outb = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
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const output = event.outputBuffer;
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const channels = output.numberOfChannels;
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for (let ch = 0; ch < channels; ch++) {
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const data = output.getChannelData(ch);
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// Loop through samples and assign computed values.
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for (let sample = 0; sample < data.length; sample++) {
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data[sample] = outb[sample * channels + ch];
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}
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}
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};
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GodotAudioScript.script.connect(GodotAudio.ctx.destination);
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},
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get_node: function () {
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return GodotAudioScript.script;
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},
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close: function () {
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return new Promise(function (resolve, reject) {
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GodotAudioScript.script.disconnect();
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GodotAudioScript.script.onaudioprocess = null;
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GodotAudioScript.script = null;
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resolve();
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});
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},
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},
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godot_audio_script_create__sig: 'iii',
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godot_audio_script_create: function (buffer_length, channel_count) {
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const buf_len = GodotRuntime.getHeapValue(buffer_length, 'i32');
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try {
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const out_len = GodotAudioScript.create(buf_len, channel_count);
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GodotRuntime.setHeapValue(buffer_length, out_len, 'i32');
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} catch (e) {
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GodotRuntime.error('Error starting AudioDriverScriptProcessor', e);
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return 1;
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}
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return 0;
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},
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godot_audio_script_start__sig: 'viiiii',
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godot_audio_script_start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, p_cb) {
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const onprocess = GodotRuntime.get_func(p_cb);
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GodotAudioScript.start(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess);
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},
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};
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autoAddDeps(GodotAudioScript, '$GodotAudioScript');
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mergeInto(LibraryManager.library, GodotAudioScript);
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