virtualx-engine/platform/javascript/js/libs/library_godot_audio.js
Fabio Alessandrelli e4cdae3624 [HTML5] Libraries refactor for linting.
Initial work to make liniting easier.

This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
  functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
2020-11-21 14:23:32 +01:00

340 lines
11 KiB
JavaScript

/*************************************************************************/
/* library_godot_audio.js */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 ctx = new (window.AudioContext || window.webkitAudioContext)({
sampleRate: mix_rate,
// latencyHint: latency / 1000 // Do not specify, leave 'interactive' for good performance.
});
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(); // Immeditately 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; // Already started.
}
function gotMediaInput(stream) {
GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
callback(GodotAudio.input)
}
if (navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia({
"audio": true
}).then(gotMediaInput, function(e) { GodotRuntime.print(e) });
} else {
if (!navigator.getUserMedia) {
navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
}
navigator.getUserMedia({
"audio": true
}, gotMediaInput, function(e) { GodotRuntime.print(e) });
}
},
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__proxy: 'sync',
godot_audio_is_available: function () {
if (!(window.AudioContext || window.webkitAudioContext)) {
return 0;
}
return 1;
},
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);
return GodotAudio.init(p_mix_rate, p_latency, statechange, latencyupdate);
},
godot_audio_resume: function() {
if (GodotAudio.ctx && GodotAudio.ctx.state !== 'running') {
GodotAudio.ctx.resume();
}
},
godot_audio_capture_start__proxy: 'sync',
godot_audio_capture_start: function() {
if (GodotAudio.input) {
return; // Already started.
}
GodotAudio.create_input(function(input) {
input.connect(GodotAudio.driver.get_node());
});
},
godot_audio_capture_stop__proxy: 'sync',
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) {
GodotAudioWorklet.promise.then(function() {
GodotAudioWorklet.worklet.port.postMessage({
'cmd': 'stop',
'data': null,
});
GodotAudioWorklet.worklet.disconnect();
GodotAudioWorklet.worklet = null;
GodotAudioWorklet.promise = null;
resolve();
});
});
},
},
godot_audio_worklet_create: function(channels) {
GodotAudioWorklet.create(channels);
},
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: 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: function(p_state, p_idx, p_value) {
return Atomics.add(HEAP32, (p_state >> 2) + p_idx, p_value);
},
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'],
$GodotAudioScript: {
script: null,
create: function(buffer_length, channel_count) {
GodotAudioScript.script = GodotAudio.ctx.createScriptProcessor(buffer_length, 2, channel_count);
GodotAudio.driver = GodotAudioScript;
return GodotAudioScript.script.bufferSize;
},
start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess) {
GodotAudioScript.script.onaudioprocess = function(event) {
// Read input
const inb = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
const input = event.inputBuffer;
if (GodotAudio.input) {
const inlen = input.getChannelData(0).length;
for (let ch = 0; ch < 2; ch++) {
const data = input.getChannelData(ch);
for (let s = 0; s < inlen; s++) {
inb[s * 2 + ch] = data[s];
}
}
}
// Let Godot process the input/output.
onprocess();
// Write the output.
const outb = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
const output = event.outputBuffer;
const channels = output.numberOfChannels;
for (let ch = 0; ch < channels; ch++) {
const data = output.getChannelData(ch);
// Loop through samples and assign computed values.
for (let sample = 0; sample < data.length; sample++) {
data[sample] = outb[sample * channels + ch];
}
}
};
GodotAudioScript.script.connect(GodotAudio.ctx.destination);
},
get_node: function() {
return GodotAudioScript.script;
},
close: function() {
return new Promise(function(resolve, reject) {
GodotAudioScript.script.disconnect();
GodotAudioScript.script.onaudioprocess = null;
GodotAudioScript.script = null;
resolve();
});
},
},
godot_audio_script_create: function(buffer_length, channel_count) {
return GodotAudioScript.create(buffer_length, channel_count);
},
godot_audio_script_start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, p_cb) {
const onprocess = GodotRuntime.get_func(p_cb);
GodotAudioScript.start(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess);
},
};
autoAddDeps(GodotAudioScript, "$GodotAudioScript");
mergeInto(LibraryManager.library, GodotAudioScript);