virtualx-engine/platform/javascript/js/libs/library_godot_audio.js
Fabio Alessandrelli b800438efb [HTML5] Use browser mix rate by default on the Web.
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
2021-09-15 20:36:19 +02:00

372 lines
12 KiB
JavaScript

/*************************************************************************/
/* library_godot_audio.js */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_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,
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);
};
});
},
get_node: function () {
return GodotAudioWorklet.worklet;
},
close: function () {
return new Promise(function (resolve, reject) {
if (GodotAudioWorklet.promise === null) {
return;
}
GodotAudioWorklet.promise.then(function () {
GodotAudioWorklet.worklet.port.postMessage({
'cmd': 'stop',
'data': null,
});
GodotAudioWorklet.worklet.disconnect();
GodotAudioWorklet.worklet = null;
GodotAudioWorklet.promise = null;
resolve();
}).catch(function (err) { /* aborted? */ });
});
},
},
godot_audio_worklet_create__sig: 'vi',
godot_audio_worklet_create: function (channels) {
GodotAudioWorklet.create(channels);
},
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_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'],
$GodotAudioScript: {
script: null,
create: function (buffer_length, channel_count) {
GodotAudioScript.script = GodotAudio.ctx.createScriptProcessor(buffer_length, 2, channel_count);
GodotAudio.driver = GodotAudioScript;
return GodotAudioScript.script.bufferSize;
},
start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess) {
GodotAudioScript.script.onaudioprocess = function (event) {
// Read input
const inb = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
const input = event.inputBuffer;
if (GodotAudio.input) {
const inlen = input.getChannelData(0).length;
for (let ch = 0; ch < 2; ch++) {
const data = input.getChannelData(ch);
for (let s = 0; s < inlen; s++) {
inb[s * 2 + ch] = data[s];
}
}
}
// Let Godot process the input/output.
onprocess();
// Write the output.
const outb = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
const output = event.outputBuffer;
const channels = output.numberOfChannels;
for (let ch = 0; ch < channels; ch++) {
const data = output.getChannelData(ch);
// Loop through samples and assign computed values.
for (let sample = 0; sample < data.length; sample++) {
data[sample] = outb[sample * channels + ch];
}
}
};
GodotAudioScript.script.connect(GodotAudio.ctx.destination);
},
get_node: function () {
return GodotAudioScript.script;
},
close: function () {
return new Promise(function (resolve, reject) {
GodotAudioScript.script.disconnect();
GodotAudioScript.script.onaudioprocess = null;
GodotAudioScript.script = null;
resolve();
});
},
},
godot_audio_script_create__sig: 'iii',
godot_audio_script_create: function (buffer_length, channel_count) {
return GodotAudioScript.create(buffer_length, channel_count);
},
godot_audio_script_start__sig: 'viiiii',
godot_audio_script_start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, p_cb) {
const onprocess = GodotRuntime.get_func(p_cb);
GodotAudioScript.start(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess);
},
};
autoAddDeps(GodotAudioScript, '$GodotAudioScript');
mergeInto(LibraryManager.library, GodotAudioScript);