virtualx-engine/platform/web/js/libs/library_godot_audio.js
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +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_capture_start__proxy: 'sync',
godot_audio_capture_start__sig: 'i',
godot_audio_capture_start: function () {
return GodotAudio.create_input(function (input) {
input.connect(GodotAudio.driver.get_node());
});
},
godot_audio_capture_stop__proxy: 'sync',
godot_audio_capture_stop__sig: 'v',
godot_audio_capture_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);