virtualx-engine/platform/javascript/native/library_godot_audio.js
Fabio Alessandrelli e52ed6d89e [HTML5] Port JavaScript inline code to libraries.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
2020-11-10 10:56:13 +01:00

172 lines
6.3 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. */
/*************************************************************************/
var GodotAudio = {
$GodotAudio__deps: ['$GodotOS'],
$GodotAudio: {
ctx: null,
input: null,
script: null,
},
godot_audio_is_available__proxy: 'sync',
godot_audio_is_available: function () {
if (!(window.AudioContext || window.webkitAudioContext)) {
return 0;
}
return 1;
},
godot_audio_init: function(mix_rate, latency) {
GodotAudio.ctx = new (window.AudioContext || window.webkitAudioContext)({
sampleRate: mix_rate,
// latencyHint: latency / 1000 // Do not specify, leave 'interactive' for good performance.
});
GodotOS.atexit(function(accept, reject) {
if (!GodotAudio.ctx) {
accept();
return;
}
if (GodotAudio.script) {
GodotAudio.script.disconnect();
GodotAudio.script.onaudioprocess = null;
GodotAudio.script = null;
}
if (GodotAudio.input) {
GodotAudio.input.disconnect();
GodotAudio.input = null;
}
GodotAudio.ctx.close().then(function() {
accept();
}).catch(function(e) {
accept();
});
GodotAudio.ctx = null;
});
return GodotAudio.ctx.destination.channelCount;
},
godot_audio_create_processor: function(buffer_length, channel_count) {
GodotAudio.script = GodotAudio.ctx.createScriptProcessor(buffer_length, 2, channel_count);
GodotAudio.script.connect(GodotAudio.ctx.destination);
return GodotAudio.script.bufferSize;
},
godot_audio_start: function(buffer_ptr, p_process_start, p_process_end, p_process_capture) {
const audioDriverProcessStart = GodotOS.get_func(p_process_start);
const audioDriverProcessEnd = GodotOS.get_func(p_process_end);
const audioDriverProcessCapture = GodotOS.get_func(p_process_capture);
GodotAudio.script.onaudioprocess = function(audioProcessingEvent) {
audioDriverProcessStart();
var input = audioProcessingEvent.inputBuffer;
var output = audioProcessingEvent.outputBuffer;
var internalBuffer = HEAPF32.subarray(
buffer_ptr / HEAPF32.BYTES_PER_ELEMENT,
buffer_ptr / HEAPF32.BYTES_PER_ELEMENT + output.length * output.numberOfChannels);
for (var channel = 0; channel < output.numberOfChannels; channel++) {
var outputData = output.getChannelData(channel);
// Loop through samples.
for (var sample = 0; sample < outputData.length; sample++) {
outputData[sample] = internalBuffer[sample * output.numberOfChannels + channel];
}
}
if (GodotAudio.input) {
var inputDataL = input.getChannelData(0);
var inputDataR = input.getChannelData(1);
for (var i = 0; i < inputDataL.length; i++) {
audioDriverProcessCapture(inputDataL[i]);
audioDriverProcessCapture(inputDataR[i]);
}
}
audioDriverProcessEnd();
};
},
godot_audio_resume: function() {
if (GodotAudio.ctx && GodotAudio.ctx.state != 'running') {
GodotAudio.ctx.resume();
}
},
godot_audio_get_latency__proxy: 'sync',
godot_audio_get_latency: function() {
var latency = 0;
if (GodotAudio.ctx) {
if (GodotAudio.ctx.baseLatency) {
latency += GodotAudio.ctx.baseLatency;
}
if (GodotAudio.ctx.outputLatency) {
latency += GodotAudio.ctx.outputLatency;
}
}
return latency;
},
godot_audio_capture_start__proxy: 'sync',
godot_audio_capture_start: function() {
if (GodotAudio.input) {
return; // Already started.
}
function gotMediaInput(stream) {
GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
GodotAudio.input.connect(GodotAudio.script);
}
function gotMediaInputError(e) {
out(e);
}
if (navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia({"audio": true}).then(gotMediaInput, gotMediaInputError);
} else {
if (!navigator.getUserMedia)
navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
navigator.getUserMedia({"audio": true}, gotMediaInput, gotMediaInputError);
}
},
godot_audio_capture_stop__proxy: 'sync',
godot_audio_capture_stop: function() {
if (GodotAudio.input) {
const tracks = GodotAudio.input['mediaStream']['getTracks']();
for (var i = 0; i < tracks.length; i++) {
tracks[i]['stop']();
}
GodotAudio.input.disconnect();
GodotAudio.input = null;
}
},
};
autoAddDeps(GodotAudio, "$GodotAudio");
mergeInto(LibraryManager.library, GodotAudio);